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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="Bedrockgames" data-source="post: 6606309" data-attributes="member: 85555"><p>I think we are getting lost in the gambling analogy here. It isn't actual gambling. The point isn't to have high stakes along with a potential for high reward (though with gambling really it is high risk stakes, low odds of big payout). The point is the excitement many of us experience in a game where death is on the table as a real possibility. How possible is going to vary from group to group and system to system (in some instances you'll find its as great as the 1 in 6 roll you point out, in others it is isn't going to be nearly so high). </p><p></p><p>For me, I want to be able to assess the situation and have some ability to gauge risk, then decide if I want to take a chance on something. That won't be the same in every instance. Sometimes there is simply a really lethal trap that isn't obvious for example. </p><p></p><p>Obviously this is a play style thing. not everyone wants character death to be a real risk in the game (and that is totally fine). I think what many of us are pointing out is that taking death off the table has somehow become common wisdom but there is a lot to be gained in terms of excitement and fun, if you are willing to put it on the table. I used to be the kind of GM who shielded players and worked to evade character death, but I'll tell you, there is nothing like the look in a group of player's eyes when they trigger a lethal trap and realize the GM isn't going soft. It creates a genuine spark in the game that I just don't see with other stakes (not saying other peoples experiences are the same as mine, just I personally have observed what Zak has observed). </p><p></p><p>In my case I tend to be a very fair GM. It isn't about outwitting the players or taking away their characters. I am always open to ruling disputes and will happily take back rulings that were not well considered. Sometimes this lulls my players into a sense of false security and they forget I allow characters to die when the dice say they do. So I've seen that look of "this is just temporary right? Do I really need to roll up a new character". There is usually a little bit of discomfort at first when people realize how my games work. But I think in the end, the players tend to realize that discomfort is worth the gain of having death be a real threat, because heroics matter so much more if there really was a risk of that blade trap taking your head off.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6606309, member: 85555"] I think we are getting lost in the gambling analogy here. It isn't actual gambling. The point isn't to have high stakes along with a potential for high reward (though with gambling really it is high risk stakes, low odds of big payout). The point is the excitement many of us experience in a game where death is on the table as a real possibility. How possible is going to vary from group to group and system to system (in some instances you'll find its as great as the 1 in 6 roll you point out, in others it is isn't going to be nearly so high). For me, I want to be able to assess the situation and have some ability to gauge risk, then decide if I want to take a chance on something. That won't be the same in every instance. Sometimes there is simply a really lethal trap that isn't obvious for example. Obviously this is a play style thing. not everyone wants character death to be a real risk in the game (and that is totally fine). I think what many of us are pointing out is that taking death off the table has somehow become common wisdom but there is a lot to be gained in terms of excitement and fun, if you are willing to put it on the table. I used to be the kind of GM who shielded players and worked to evade character death, but I'll tell you, there is nothing like the look in a group of player's eyes when they trigger a lethal trap and realize the GM isn't going soft. It creates a genuine spark in the game that I just don't see with other stakes (not saying other peoples experiences are the same as mine, just I personally have observed what Zak has observed). In my case I tend to be a very fair GM. It isn't about outwitting the players or taking away their characters. I am always open to ruling disputes and will happily take back rulings that were not well considered. Sometimes this lulls my players into a sense of false security and they forget I allow characters to die when the dice say they do. So I've seen that look of "this is just temporary right? Do I really need to roll up a new character". There is usually a little bit of discomfort at first when people realize how my games work. But I think in the end, the players tend to realize that discomfort is worth the gain of having death be a real threat, because heroics matter so much more if there really was a risk of that blade trap taking your head off. [/QUOTE]
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