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Death and the Fixing of It
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1816593" data-attributes="member: 16936"><p>Well, no, I wasn't seriously assuming anything about your group or how y'all play your game. Again, that's kind of the whole point of making it clear that I'm just stating a personal opinion, only talking about our game, and very deliberately not speaking for anyone else. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>But now that you've mentioned it, I think it's kind of interesting that you guys do more or less the same thing we do (namely, strive to keep the number of dead characters low) but apparently came at it from the other direction. We focused on the carrot of "we won't play high-mortality games" and consequently spend most of our time in systems and settings where combat is infrequent or almost exclusively sneaky (not toe-to-toe slugfests); so we didn't need to change anything about Raise Dead because we avoid playing games where we could abuse it. Whereas if I'm reading your post correctly (?), your group focused on the stick of "death is permanent, you need to use smart tactics to keep the mortality down" and ended up playing more or less the same kind of sneaky, no-frontal-assault game; so Raise Dead got changed in your game to make sure that abusing it <em>couldn't</em> be an issue? <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=";)" /></p><p></p><p>--</p><p>sometimes it's funny how everything works out</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1816593, member: 16936"] Well, no, I wasn't seriously assuming anything about your group or how y'all play your game. Again, that's kind of the whole point of making it clear that I'm just stating a personal opinion, only talking about our game, and very deliberately not speaking for anyone else. :D But now that you've mentioned it, I think it's kind of interesting that you guys do more or less the same thing we do (namely, strive to keep the number of dead characters low) but apparently came at it from the other direction. We focused on the carrot of "we won't play high-mortality games" and consequently spend most of our time in systems and settings where combat is infrequent or almost exclusively sneaky (not toe-to-toe slugfests); so we didn't need to change anything about Raise Dead because we avoid playing games where we could abuse it. Whereas if I'm reading your post correctly (?), your group focused on the stick of "death is permanent, you need to use smart tactics to keep the mortality down" and ended up playing more or less the same kind of sneaky, no-frontal-assault game; so Raise Dead got changed in your game to make sure that abusing it [i]couldn't[/i] be an issue? ;) -- sometimes it's funny how everything works out [/QUOTE]
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