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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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<blockquote data-quote="Zak S" data-source="post: 6605975" data-attributes="member: 90370"><p>You miss my point: you lose that character (which is a way of playing the game) not the whole game. This is still a significant loss.</p><p></p><p></p><p></p><p>If that's all they care about then they're not terribly attached to the PC to begin with.</p><p></p><p>I'd also suggest this is a bad practice if it discourages a playstyle you like.</p><p></p><p></p><p></p><p>I don't understand: Frustration is quite literally less fun. Not zero fun, But less fun. Or at least: <strong>it is frustration, which is a genuine punishment.</strong></p><p><strong></strong></p><p>Still a great stake: Do this right or suffer frustration. Again: just like Mario.</p><p></p><p></p><p></p><p>If you do not like frustration a<strong>nd</strong> frustration is something you'd actively seek to avoid</p><p>then we have the requisite motivating emotion--if you don't want to call it "fear" call it something else. But point is it's a great reason to check for traps before you open a door.</p><p></p><p>Unless you're saying your players have no foresight and can't see that coming and so the possibility of death and the resulting frustration cannot affect them.</p><p></p><p></p><p></p><p>That's irrelevant, since frustration is still by nature undesirable.</p><p></p><p></p><p></p><p>You just said frustration is annoying. You thus have an automatic investment in avoiding it. Unless you meant "characters" not "players".</p><p></p><p></p><p></p><p>I don't doubt that--just the words you're using to describe it.</p><p></p><p>You can say "I am interested in playing a game where nondeath things are at stake in big moments" (makes sense) without saying "Death isn't a stake for me because I don't fear death I just want to avoid it because it creates frustration and even though I seek to avoid frustration I refuse to call that aversion 'fear'" which is confusing and begs a lot of questions.</p><p></p><p></p><p>I mean: if you want to see how things play out by setting up certain story situations: great, that's your game.</p><p></p><p>It doesn't affect the fact that death is a thing players generally seek to avoid and that it is precisely because it's frustrating or boring or scary or some other negative word and that's precisely why it is a great motivator at many tables that are not your own.</p></blockquote><p></p>
[QUOTE="Zak S, post: 6605975, member: 90370"] You miss my point: you lose that character (which is a way of playing the game) not the whole game. This is still a significant loss. If that's all they care about then they're not terribly attached to the PC to begin with. I'd also suggest this is a bad practice if it discourages a playstyle you like. I don't understand: Frustration is quite literally less fun. Not zero fun, But less fun. Or at least: [B]it is frustration, which is a genuine punishment. [/B] Still a great stake: Do this right or suffer frustration. Again: just like Mario. If you do not like frustration a[B]nd[/B] frustration is something you'd actively seek to avoid then we have the requisite motivating emotion--if you don't want to call it "fear" call it something else. But point is it's a great reason to check for traps before you open a door. Unless you're saying your players have no foresight and can't see that coming and so the possibility of death and the resulting frustration cannot affect them. That's irrelevant, since frustration is still by nature undesirable. You just said frustration is annoying. You thus have an automatic investment in avoiding it. Unless you meant "characters" not "players". I don't doubt that--just the words you're using to describe it. You can say "I am interested in playing a game where nondeath things are at stake in big moments" (makes sense) without saying "Death isn't a stake for me because I don't fear death I just want to avoid it because it creates frustration and even though I seek to avoid frustration I refuse to call that aversion 'fear'" which is confusing and begs a lot of questions. I mean: if you want to see how things play out by setting up certain story situations: great, that's your game. It doesn't affect the fact that death is a thing players generally seek to avoid and that it is precisely because it's frustrating or boring or scary or some other negative word and that's precisely why it is a great motivator at many tables that are not your own. [/QUOTE]
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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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