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D&D with checkpoints?!
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<blockquote data-quote="Aaron L" data-source="post: 6044615" data-attributes="member: 926"><p>As others have said, there is no badwrong way to play D&D, and if your group is having fun with it, then you're playing it right.</p><p></p><p> However, I would never want to play in a game that had "restore points." To me, the most fun part of any RPG is simulating what it would be like to actually be in the environment of the game world, crafting a character that would fit into the history and continuity of that created world, and playing that character in such a way that he comes to life in that setting... and in the process of interacting with the setting, brings the setting to life as well.</p><p></p><p> Also, in order for me to have fun in a game there needs to be some sort of dramatic tension, and in order for their to be any dramatic tension their needs to be at least the <em>possibility</em> of failure. If there is no possibility of failure, if you get to simply retry every risky venture you attempt over and over again until you get it right, then there isn't really any need for dice and you may as well just have every player sit around describing what they want their characters to accomplish, and then describe the successful outcome to the other players. </p><p></p><p> Having "restore points" in a D&D campaign would only serve to forcibly remove my mind from the game setting, destroy any chance at my maintaining suspension of disbelief, and remind me, nay, SCREAM at me: "<em>this is just a trivial game, there are no real challenges, and anything you do is totally inconsequential because if you fail you simply get a do-over!</em>"</p><p></p><p> But if it makes for more fun for your group, then go for it, I guess. I just would never ever want to play that way.</p><p></p><p> There would have to be a very unusual, in game reason why such a thing is happening for it to be acceptable to me. Some kind of extremely powerful magical effect "rewinding time" to a certain point, or something like that. And even then I would only be able to accept it as a limited effect in a certain location. </p><p></p><p></p><p> It would just be way too <em>mechanistic</em> for me. I want to be able to immerse myself in the world of my character, and something like this would only serve to rip me right put of any immersion I'd been able to create for myself; every time it happened it would forcibly remind me <em>"This Is Just A Game!"</em> And while I'm playing D&D I want to be able to forget that I'm just playing a game as much as is possible.</p></blockquote><p></p>
[QUOTE="Aaron L, post: 6044615, member: 926"] As others have said, there is no badwrong way to play D&D, and if your group is having fun with it, then you're playing it right. However, I would never want to play in a game that had "restore points." To me, the most fun part of any RPG is simulating what it would be like to actually be in the environment of the game world, crafting a character that would fit into the history and continuity of that created world, and playing that character in such a way that he comes to life in that setting... and in the process of interacting with the setting, brings the setting to life as well. Also, in order for me to have fun in a game there needs to be some sort of dramatic tension, and in order for their to be any dramatic tension their needs to be at least the [I]possibility[/I] of failure. If there is no possibility of failure, if you get to simply retry every risky venture you attempt over and over again until you get it right, then there isn't really any need for dice and you may as well just have every player sit around describing what they want their characters to accomplish, and then describe the successful outcome to the other players. Having "restore points" in a D&D campaign would only serve to forcibly remove my mind from the game setting, destroy any chance at my maintaining suspension of disbelief, and remind me, nay, SCREAM at me: "[I]this is just a trivial game, there are no real challenges, and anything you do is totally inconsequential because if you fail you simply get a do-over![/I]" But if it makes for more fun for your group, then go for it, I guess. I just would never ever want to play that way. There would have to be a very unusual, in game reason why such a thing is happening for it to be acceptable to me. Some kind of extremely powerful magical effect "rewinding time" to a certain point, or something like that. And even then I would only be able to accept it as a limited effect in a certain location. It would just be way too [I]mechanistic[/I] for me. I want to be able to immerse myself in the world of my character, and something like this would only serve to rip me right put of any immersion I'd been able to create for myself; every time it happened it would forcibly remind me [I]"This Is Just A Game!"[/I] And while I'm playing D&D I want to be able to forget that I'm just playing a game as much as is possible. [/QUOTE]
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