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Death and the Fixing of It
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1812392" data-attributes="member: 16936"><p>Actually, I'm starting to feel the <em>opposite</em>.</p><p></p><p>One of the things I like about RPGs is players getting attached to their characters. I like it when I'm a player, and I like it when I'm a GM. <em>Raise dead</em> and similar effects help to encourage that kind of play, I think.</p><p></p><p>When death is common (which it often is in D&D) and permanent (which it is when you make <em>raise dead</em> and similar spells unavailable), there is absolutely no incentive to ever get attached to your character. Sooner or later, you'll blow a saving throw or the bad guy will roll a natural 20, and then your carefully-crafted character with the backstory and the plans for the future is a rotting pile of meat and you're throwing more sets of d6s for another character because you can't possibly bring that one back.</p><p></p><p>Forget character development, forget making plans: make your PCs to be disposable and effectively interchangeable, so you can get back to the game quickly after calamity takes down another of them. Getting attached to them is pointless, and giving them anything more than a rudimentary personality and history is likely to be wasted entirely when they catch a bad roll in their third game session and you never get to play 'em again.</p><p></p><p></p><p>Besides, we're playing the game to have fun. We're getting together because we all want to play, not because we want the guy who got terribly unlucky in combat to sit on his hands for the rest of the evening because his PC is dead and he should be punished for it, rather than "cheapen the game" by giving him a way to get back into it. Lord knows there are enough WTF?-inducing features of your typical D&D setting already, adding in reasonably-available resurrections isn't going to strain our credulity that much more.</p><p></p><p>--</p><p>but i'm sure that this is not a widely-held opinion</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1812392, member: 16936"] Actually, I'm starting to feel the [i]opposite[/i]. One of the things I like about RPGs is players getting attached to their characters. I like it when I'm a player, and I like it when I'm a GM. [i]Raise dead[/i] and similar effects help to encourage that kind of play, I think. When death is common (which it often is in D&D) and permanent (which it is when you make [i]raise dead[/i] and similar spells unavailable), there is absolutely no incentive to ever get attached to your character. Sooner or later, you'll blow a saving throw or the bad guy will roll a natural 20, and then your carefully-crafted character with the backstory and the plans for the future is a rotting pile of meat and you're throwing more sets of d6s for another character because you can't possibly bring that one back. Forget character development, forget making plans: make your PCs to be disposable and effectively interchangeable, so you can get back to the game quickly after calamity takes down another of them. Getting attached to them is pointless, and giving them anything more than a rudimentary personality and history is likely to be wasted entirely when they catch a bad roll in their third game session and you never get to play 'em again. Besides, we're playing the game to have fun. We're getting together because we all want to play, not because we want the guy who got terribly unlucky in combat to sit on his hands for the rest of the evening because his PC is dead and he should be punished for it, rather than "cheapen the game" by giving him a way to get back into it. Lord knows there are enough WTF?-inducing features of your typical D&D setting already, adding in reasonably-available resurrections isn't going to strain our credulity that much more. -- but i'm sure that this is not a widely-held opinion ryan [/QUOTE]
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