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<blockquote data-quote="CapnZapp" data-source="post: 9050250" data-attributes="member: 12731"><p>My first and foremost answer is that DCC breaks up the implied social contract D&D so very often grants players. That the game (and by extension the DM, but obviously some DMs have other ideas) makes a "deal" with the player to not mess with the character and above all not cause any permanent scarring.</p><p></p><p>Which is exactly why D&D can feel so "safe". And which encourages (at least my) players to go into minmax mode where the character is reduced to a collection of data points ready to be optimized.</p><p></p><p>When a game like DCC says "no, you can't have that kind of job security"; what that does is it forces players to actually keep attention to what's happening in the world and to proactively <em>roleplay the character</em> in an attempt to stave off disaster (and gain bennies like Luck points <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ), in a way that you simply don't need to do when death is the worst that can happen, and this death is a minor speedbump at best.</p><p></p><p>When the world can rob you of your ability points, your stuff, your <em>dignity</em> (all far worse than mere death) you tend to perk up, and start treating your character as a living breathing <em>human</em> (or lizardman or whatever) that is <em>vulnerable </em>and <em>fallible</em>.</p><p></p><p>The funnel reinforces these themes because for every high level hero you will <em>also</em> have felt the pain and loss of approximately three other people. No longer are you assured the right to become high level just because you showed up and generated a 1st level character.</p><p></p><p>The argument I often hear is "why would I want to spend time writing a character backstory if I am not given the implicit agreement I will likely reach the end of the campaign?". My reply would be "This is a game, not a story. If you're guaranteed to reach level 20, why even play it out? Why even pretend dice roll matters, why pretend you're in any real danger, <em>why pretend you are a hero?</em>"</p><p></p><p>TL;DR: The difference between DCC (and OSR in general I guess) and D&D to me boils down to you being a DCC hero because you <em>deserve</em> to be called one, not because you were "born" as one. You entered adventure despite that not being the safe choice, manifested by the wrecked would-be heroes you leave behind, and <em>this</em> is why you're a hero. In D&D, the mindset often becomes "adventures are great because they let me farm xp so I can gain levels" - much D&D writing assumes and even outright tells you you are a hero despite you not yet having deserved that honorific, and despite adventures not really bringing any permanent defeats to the table.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9050250, member: 12731"] My first and foremost answer is that DCC breaks up the implied social contract D&D so very often grants players. That the game (and by extension the DM, but obviously some DMs have other ideas) makes a "deal" with the player to not mess with the character and above all not cause any permanent scarring. Which is exactly why D&D can feel so "safe". And which encourages (at least my) players to go into minmax mode where the character is reduced to a collection of data points ready to be optimized. When a game like DCC says "no, you can't have that kind of job security"; what that does is it forces players to actually keep attention to what's happening in the world and to proactively [I]roleplay the character[/I] in an attempt to stave off disaster (and gain bennies like Luck points ;) ), in a way that you simply don't need to do when death is the worst that can happen, and this death is a minor speedbump at best. When the world can rob you of your ability points, your stuff, your [I]dignity[/I] (all far worse than mere death) you tend to perk up, and start treating your character as a living breathing [I]human[/I] (or lizardman or whatever) that is [I]vulnerable [/I]and [I]fallible[/I]. The funnel reinforces these themes because for every high level hero you will [I]also[/I] have felt the pain and loss of approximately three other people. No longer are you assured the right to become high level just because you showed up and generated a 1st level character. The argument I often hear is "why would I want to spend time writing a character backstory if I am not given the implicit agreement I will likely reach the end of the campaign?". My reply would be "This is a game, not a story. If you're guaranteed to reach level 20, why even play it out? Why even pretend dice roll matters, why pretend you're in any real danger, [I]why pretend you are a hero?[/I]" TL;DR: The difference between DCC (and OSR in general I guess) and D&D to me boils down to you being a DCC hero because you [I]deserve[/I] to be called one, not because you were "born" as one. You entered adventure despite that not being the safe choice, manifested by the wrecked would-be heroes you leave behind, and [I]this[/I] is why you're a hero. In D&D, the mindset often becomes "adventures are great because they let me farm xp so I can gain levels" - much D&D writing assumes and even outright tells you you are a hero despite you not yet having deserved that honorific, and despite adventures not really bringing any permanent defeats to the table. [/QUOTE]
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