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Do PCs at your table have script immunity?
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<blockquote data-quote="Campbell" data-source="post: 8478778" data-attributes="member: 16586"><p>You will generally be hard pressed to find gamers that are more challenge oriented than I am. Here's my Quantic Foundry profile:</p><p></p><p>[URL unfurl="true"]https://quantic.page.link/d3onLEv5WG11nQox9[/URL]</p><p></p><p>What I generally like about games that have formal systems that allow for either negotiation or a degree of player choice around character death is they preserve the integrity of the challenge, allow us to have meaningful failure while retaining our creative connection to the game, and allow GMs to include harder content than they otherwise would. The issue with trying to achieve mastery in games like D&D is that any sort of failure is basically catastrophic. Failure means no progress so challenges need to be easy enough that frustration over lack of progress does not set in. You cannot have situations where players might regularly lose fights if losing a fight means they lose their character. You cannot make it possible to make the wrong call on a regular basis if making the wrong call means the game is locked in stasis or catastrophic stuff happens to the setting.</p><p></p><p>The games I run in other systems are all about enabling that sort of Dark Souls energy where losing can happen as often as winning. Where you can make the wrong calls and keep playing. I want loss conditions not to be catastrophic so players are less afraid of losing and GMs (myself included) do not feel pressured to fudge dice or manipulate the setting so everything works out in the end.</p><p></p><p>I don't really look to D&D for character investment though because characters are generally not all that integrated into the setting. Plus there's generally a spell for that.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8478778, member: 16586"] You will generally be hard pressed to find gamers that are more challenge oriented than I am. Here's my Quantic Foundry profile: [URL unfurl="true"]https://quantic.page.link/d3onLEv5WG11nQox9[/URL] What I generally like about games that have formal systems that allow for either negotiation or a degree of player choice around character death is they preserve the integrity of the challenge, allow us to have meaningful failure while retaining our creative connection to the game, and allow GMs to include harder content than they otherwise would. The issue with trying to achieve mastery in games like D&D is that any sort of failure is basically catastrophic. Failure means no progress so challenges need to be easy enough that frustration over lack of progress does not set in. You cannot have situations where players might regularly lose fights if losing a fight means they lose their character. You cannot make it possible to make the wrong call on a regular basis if making the wrong call means the game is locked in stasis or catastrophic stuff happens to the setting. The games I run in other systems are all about enabling that sort of Dark Souls energy where losing can happen as often as winning. Where you can make the wrong calls and keep playing. I want loss conditions not to be catastrophic so players are less afraid of losing and GMs (myself included) do not feel pressured to fudge dice or manipulate the setting so everything works out in the end. I don't really look to D&D for character investment though because characters are generally not all that integrated into the setting. Plus there's generally a spell for that. [/QUOTE]
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