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D&D with checkpoints?!
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<blockquote data-quote="Ramaster" data-source="post: 6044276" data-attributes="member: 6687585"><p>There was an old and weird combo using psionics (some kind of rewind time power plus contingency or some such) that let you, virtually, create "Checkpoints" where you get returned to if the conditions set by the contingency get met (i.e. a TPK).</p><p> </p><p>Answering your question, I wouldn’t like to play in such a game either. Death is a part of the game; it is what motivates players to take the "Right" options and to act in character. No death means no consequences for reckless behavior, and that leads to a much more gameist approach to roleplaying.</p><p> </p><p>If they die, then bad luck. Either something happens in-game that makes the campaign move forward still (they get raised by allies, for example) or you just learn from your mistakes, roll some new PCs and start over.</p><p> </p><p>But, as usual, play what YOU like!</p></blockquote><p></p>
[QUOTE="Ramaster, post: 6044276, member: 6687585"] There was an old and weird combo using psionics (some kind of rewind time power plus contingency or some such) that let you, virtually, create "Checkpoints" where you get returned to if the conditions set by the contingency get met (i.e. a TPK). Answering your question, I wouldn’t like to play in such a game either. Death is a part of the game; it is what motivates players to take the "Right" options and to act in character. No death means no consequences for reckless behavior, and that leads to a much more gameist approach to roleplaying. If they die, then bad luck. Either something happens in-game that makes the campaign move forward still (they get raised by allies, for example) or you just learn from your mistakes, roll some new PCs and start over. But, as usual, play what YOU like! [/QUOTE]
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D&D with checkpoints?!
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