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Death of Player Characters
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<blockquote data-quote="Edgar Ironpelt" data-source="post: 9471318" data-attributes="member: 32075"><p>And I'm going to respond with an old USENET post. Not by me, but I agree with it.</p><p></p><p>====</p><p>RPGs and video games differ from most ordinary board games in that there doesn't have to be a loser. I think it's reasonable that they attract mindsets which aren't very interested in losing; and a lot of RPG groups successfully cater to this.</p><p></p><p>If I enter into playing, say, chess with the expectation I will never lose, I'm being an idiot and I'm bound to be disappointed. Not even the World Champion gets that. But if I enter into <em>Heroes of Might and Magic IV</em> (which is what I'm currently playing) with the expectation that I won't lose, I'm not hurting anyone, and it's not unreasonable that I may get what I want. (Especially if I turn the difficulty down--and I may yet do that, because the losses are really more annoying than challenging.)</p><p></p><p>Whether the player still wants it when she gets it is another question, but for at least some players in some situations the answer is "yes." I don't think I would still be playing <em>Heroes</em> if I lost even 1/3 of the time. In a board game, I know I have to give my opponent a fair shot, but here there's no such obligation; the only thing against winning all the time is that it may detract from the challenge, and for me, right now, I'd rather win than have a really strong challenge.</p><p></p><p>If this is a personality flaw it's an awfully common one; I think it's better just regarded as a preference.</p><p></p><p>A common problem with such games is that they are entertaining for the players but not for the GM. I get tired of having my NPCs wiped out time and again; I spoiled a campaign recently by engineering a TPK in the attempt to make things "a bit more challenging." Clearly I overshot, but by game contract I shouldn't even have been trying. </p><p>====</p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 9471318, member: 32075"] And I'm going to respond with an old USENET post. Not by me, but I agree with it. ==== RPGs and video games differ from most ordinary board games in that there doesn't have to be a loser. I think it's reasonable that they attract mindsets which aren't very interested in losing; and a lot of RPG groups successfully cater to this. If I enter into playing, say, chess with the expectation I will never lose, I'm being an idiot and I'm bound to be disappointed. Not even the World Champion gets that. But if I enter into [I]Heroes of Might and Magic IV[/I] (which is what I'm currently playing) with the expectation that I won't lose, I'm not hurting anyone, and it's not unreasonable that I may get what I want. (Especially if I turn the difficulty down--and I may yet do that, because the losses are really more annoying than challenging.) Whether the player still wants it when she gets it is another question, but for at least some players in some situations the answer is "yes." I don't think I would still be playing [I]Heroes[/I] if I lost even 1/3 of the time. In a board game, I know I have to give my opponent a fair shot, but here there's no such obligation; the only thing against winning all the time is that it may detract from the challenge, and for me, right now, I'd rather win than have a really strong challenge. If this is a personality flaw it's an awfully common one; I think it's better just regarded as a preference. A common problem with such games is that they are entertaining for the players but not for the GM. I get tired of having my NPCs wiped out time and again; I spoiled a campaign recently by engineering a TPK in the attempt to make things "a bit more challenging." Clearly I overshot, but by game contract I shouldn't even have been trying. ==== [/QUOTE]
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