Raven Crowking
First Post
I fully accept that a player's expectation to not die is a playstyle choice; that does not prevent it from also being related to a sense of entitlement.
Railroading is a playstyle choice.
Killing all of the PCs fiendishly is a playstyle choice.
"It's a playstyle choice" doesn't (or shouldn't) mean that the choice itself cannot be examined. Playstyle choices can always be considered "good" for those who choose them, but that doesn't mean that they cannot be examined in a broader context.
For example, creating fiendishly difficult situation after unrelenting fiendishly difficult situation is a playstyle choice, but it is one that has rammifications for the hobby as a whole if widely adapted. One can easily see how it might appeal to a certain type of GM. One can even see how the challenge would appeal to a certain type of player. But is it good for the hobby as a whole? Are we allowed to ask that question?
PC death is similar. We all agree that both allowing for PC death, and not allowing for PC death, for letting PC deaths be random, or for only letting PC deaths be planned and agreed upon, are all playstyle choices. They may always be considered "good" for those who choose them. They also have rammifications upon the hobby depending upon how prevelant those choices are.
If a player comes to a new game, assuming that his PC can die due to poor choices he makes in game, but the GM is of the "no to unplanned death" school, what rammifications does that have for the game?
If a player comes to a new game, assuming that his PC will not die due to poor choices he makes in game, but the GM is of the "yes to unplanned death" school, what rammifications does that have for the game?
(In both cases, apart from the obvious rammification that "Communication is Good, and More Communication is Better"!)
There is much of interest in the question, which cannot all be answered by "It's just a playstyle choice" or (worse yet) "Your playstyle is bad".
RC
Railroading is a playstyle choice.
Killing all of the PCs fiendishly is a playstyle choice.
"It's a playstyle choice" doesn't (or shouldn't) mean that the choice itself cannot be examined. Playstyle choices can always be considered "good" for those who choose them, but that doesn't mean that they cannot be examined in a broader context.
For example, creating fiendishly difficult situation after unrelenting fiendishly difficult situation is a playstyle choice, but it is one that has rammifications for the hobby as a whole if widely adapted. One can easily see how it might appeal to a certain type of GM. One can even see how the challenge would appeal to a certain type of player. But is it good for the hobby as a whole? Are we allowed to ask that question?
PC death is similar. We all agree that both allowing for PC death, and not allowing for PC death, for letting PC deaths be random, or for only letting PC deaths be planned and agreed upon, are all playstyle choices. They may always be considered "good" for those who choose them. They also have rammifications upon the hobby depending upon how prevelant those choices are.
If a player comes to a new game, assuming that his PC can die due to poor choices he makes in game, but the GM is of the "no to unplanned death" school, what rammifications does that have for the game?
If a player comes to a new game, assuming that his PC will not die due to poor choices he makes in game, but the GM is of the "yes to unplanned death" school, what rammifications does that have for the game?
(In both cases, apart from the obvious rammification that "Communication is Good, and More Communication is Better"!)
There is much of interest in the question, which cannot all be answered by "It's just a playstyle choice" or (worse yet) "Your playstyle is bad".
RC