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<blockquote data-quote="5ekyu" data-source="post: 7452277" data-attributes="member: 6919838"><p>Maybe its odd, maybe its not but since most myths and legends of heroic adventures in magical settings (which arguably these were based on) that involve death make life-death-after a major thing in their cosmology and not an after thought... And since most every religion deals with the subject as well... And since those beliefs have shaped many if not most of our real worlds development... It just seemed logical to,let life-death-after get at least as much thought for a campaign setup and play as say wandering monster tables- or maybe a bit more.</p><p></p><p>There are it seems a lot of GM who wsnt to see death = losing or death = failure or even death = deserving punishment... But to me in a game where a flat out failure on a check to unlock a door, persuade a guard to let you go, slip out of restraints or climb a wall may actually mean a successful attempt (progress made with setback) it seems mighty incongruous to take so much less an opportunistic approach to such a perceived "failure" as death to make it **not** an enemy of your play and fun but a friend to it.</p><p></p><p>If you run a game where death of a PC can hurt your games enjoyment due to story, why not at least avail yourself of the same level of flexibility you have for failures at climbing, sneaking or even performing synchronized swimming within the game (if we assume "proactive" is just too too much to expect from DMs these days.)???</p><p></p><p>Obviously i am referencing 5e and its rather ecplicit failure as success anyway elements, but its not the only system with such flexibility in resolving "failure".</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7452277, member: 6919838"] Maybe its odd, maybe its not but since most myths and legends of heroic adventures in magical settings (which arguably these were based on) that involve death make life-death-after a major thing in their cosmology and not an after thought... And since most every religion deals with the subject as well... And since those beliefs have shaped many if not most of our real worlds development... It just seemed logical to,let life-death-after get at least as much thought for a campaign setup and play as say wandering monster tables- or maybe a bit more. There are it seems a lot of GM who wsnt to see death = losing or death = failure or even death = deserving punishment... But to me in a game where a flat out failure on a check to unlock a door, persuade a guard to let you go, slip out of restraints or climb a wall may actually mean a successful attempt (progress made with setback) it seems mighty incongruous to take so much less an opportunistic approach to such a perceived "failure" as death to make it **not** an enemy of your play and fun but a friend to it. If you run a game where death of a PC can hurt your games enjoyment due to story, why not at least avail yourself of the same level of flexibility you have for failures at climbing, sneaking or even performing synchronized swimming within the game (if we assume "proactive" is just too too much to expect from DMs these days.)??? Obviously i am referencing 5e and its rather ecplicit failure as success anyway elements, but its not the only system with such flexibility in resolving "failure". [/QUOTE]
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