Savage Jim said:
Both of these points are subjective. That is, while any fantasy setting is guaranteed to have other-worldly residents and events, the scale of how much and of what sort varies widely from table to table.
Agreed. And that's why you'll see that I used enough "I think"s and "I like"s and "I'm starting to feel"s to indicate that I was stating an opinion and not writing my manifesto declaring that your crimes against roleplaying must be punished.
In
our group, high character mortality plus low chance of character resurrection eventually equals shallow, disposable characters. It's just how things end up working out for us. And since we don't really like shallow, disposable characters (they don't fit in with the kind of gaming we like to do), we tend to either keep character mortality low or, in the case of game systems like D&D where it's pretty easy to die, we tend to not put additional obstacles in the way of resurrection.
Savage Jim said:
Having lost a few characters in my time, I've never viewed the situation as being "punished". I've most often had other things to do. One resourceful GM actually had me in the spirit world for nearly three sessions, where I actually interacted with ancestors, hero spirits, and other entities. Other times, I've been creating my new character while the party continued on their way.
Anyone feeling "punished" simply didn't keep busy during the interim of his return to the game.
The times that someone's character has died, they
do keep busy. But they're not busy gaming with the rest of us, so they're not busy doing the one thing that they specifically came to do that night, and that sucks. We want to game as a group, we want to have the PCs interact with each other and with the gameworld, and so we're not all that enthusiastic about changing the rules to make it more difficult for that to happen.
It's probably also why we don't spend a lot of time playing games where character death is easy and common, or games where combat is particularly emphasized. There are lots of risks characters can face that fall short of death (and lots that are
worse than death), so you can have all the fun of a high-intensity, high-stakes game without having to deal with creating new characters all the time or trying to come up with some overarching philosophy of resurrection. Most of the time, our PCs are motivated far more by fear of
failure than they are by fear of death.
Besides, I'm having a little cognitive dissonance here: when you say that "the intensity of the game" suffers when the risk of PC death is "simply a minor setback," then follow it up with "I never viewed the situation as being 'punished,'" I begin to think that we're both very lucky to not be playing in the same group. If death is a major setback, a risk that seriously increases the game's intensity, then...uh...isn't it something you don't
want to happen? That makes it hard for me to see how it's not a punishment. It's certainly not a GOOD thing. I can't imagine you deliberately letting your PC die just so you can spend the rest of your evening working on a new character while everyone else plays.
Not that either of us want to start a pointless argument about that, of course. I'm just puzzled by it.
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but i'm totally okay with being puzzled, it's kind of fun