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Current take on GWM/SS
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<blockquote data-quote="Ristamar" data-source="post: 6644317" data-attributes="member: 1207"><p>I probably should have been clear about my definition of failure. I wasn't referring to the players simply not achieving a goal and subsequently moving on with the story. The failure I was referring to means the story comes to an abrupt end because of character death(s) or because the PCs fail to stop a catastrophic event.</p><p></p><p></p><p></p><p>I believe this is the crux of our disagreement. I feel safe in saying that many people do treat D&D as a competitive game. Players versus the DM's challenges. Failure means the PCs die, the world ends, or some other horrible fate.</p><p></p><p>Personally, I don't make an effort to intentionally kill the players with said challenges, but I expect to push them to their limits while not pulling any punches or fudging dice rolls. Character permadeath or a TPK is always potentially on the table.</p></blockquote><p></p>
[QUOTE="Ristamar, post: 6644317, member: 1207"] I probably should have been clear about my definition of failure. I wasn't referring to the players simply not achieving a goal and subsequently moving on with the story. The failure I was referring to means the story comes to an abrupt end because of character death(s) or because the PCs fail to stop a catastrophic event. I believe this is the crux of our disagreement. I feel safe in saying that many people do treat D&D as a competitive game. Players versus the DM's challenges. Failure means the PCs die, the world ends, or some other horrible fate. Personally, I don't make an effort to intentionally kill the players with said challenges, but I expect to push them to their limits while not pulling any punches or fudging dice rolls. Character permadeath or a TPK is always potentially on the table. [/QUOTE]
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