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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: 6606571" data-attributes="member: 90370"><p>Saerlorn:</p><p></p><p></p><p></p><p>I addressed that situation in an earlier comment. Which is why I phrased it as a "usually". Vincent Baker has said that in Apoc World the ideal is to eventually write the character out in a satisfactory way.</p><p></p><p>Inerdude:</p><p></p><p></p><p></p><p>I think you trying to shoehorn this into GNS language means you're missing the forest for the tiny tiny copse of people who fit these categories.</p><p></p><p>To cite a very simple example:</p><p></p><p></p><p></p><p>Incorrect: if you like murderhoboing with your 6the level barbarian you are going to be distressed when you die and have to start over with a 1st level character.</p><p></p><p></p><p></p><p></p><p>This seems confused:</p><p></p><p>Death is an interesting STAKE in this model because it's NOT an interesting outcome.</p><p></p><p>As soon as you go "What's interesting? That should be the stake" you missed the point. The outcome for someone interested in death-as-stake is either:</p><p></p><p>-you keep playing with that character (interesting, to be sought)</p><p>-you stop and make a new character(boring, irritating etc.)</p><p></p><p>If you're interested in aLL the narrative twists and turns of a characters life, NOTHING is at stake for the player because _all outcomes are interesting_. It's an interesting story--which is part of a good game--but it doesn't have the tension of risk--which some people like.</p><p></p><p></p><p>An ideal stake (in terms of creating tension for the player) is one where one of the outcomes is dull or otherwise feels like a punishment to be avoided.</p></blockquote><p></p>
[QUOTE="Zak S, post: 6606571, member: 90370"] Saerlorn: I addressed that situation in an earlier comment. Which is why I phrased it as a "usually". Vincent Baker has said that in Apoc World the ideal is to eventually write the character out in a satisfactory way. Inerdude: I think you trying to shoehorn this into GNS language means you're missing the forest for the tiny tiny copse of people who fit these categories. To cite a very simple example: Incorrect: if you like murderhoboing with your 6the level barbarian you are going to be distressed when you die and have to start over with a 1st level character. This seems confused: Death is an interesting STAKE in this model because it's NOT an interesting outcome. As soon as you go "What's interesting? That should be the stake" you missed the point. The outcome for someone interested in death-as-stake is either: -you keep playing with that character (interesting, to be sought) -you stop and make a new character(boring, irritating etc.) If you're interested in aLL the narrative twists and turns of a characters life, NOTHING is at stake for the player because _all outcomes are interesting_. It's an interesting story--which is part of a good game--but it doesn't have the tension of risk--which some people like. An ideal stake (in terms of creating tension for the player) is one where one of the outcomes is dull or otherwise feels like a punishment to be avoided. [/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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