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General Tabletop Discussion
*Dungeons & Dragons
Do players even like the risk of death?
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<blockquote data-quote="transmission89" data-source="post: 8271369" data-attributes="member: 6688441"><p>So you’re right here on the last point.</p><p>To be clear, I’m not saying later editions are impossible to be lethal with, nor are there tool unavailable to do it.</p><p></p><p>I’m saying the desire is not there (for the vast majority), going back to that original question (and this is regardless of tools or rules framework used). The reason I brought those up are because they’ve fed into this expectation, this change of mindset. </p><p></p><p>We can see this across the mass market with whole cottage industries of art commissions and the like with the focus on the character.</p><p></p><p>This hyper focus on the character as an individual, and the party would not or indeed could not exist with this risk based lethal approach (why would you pay to commission art if the character was unlikely to survive?)</p><p></p><p>certainly, modern editions provide better structure for those that don’t want this risk than the older versions. But again, that’s the play style difference (there were “modern approach players” battling with the old rule sets before moving on) that is dominant now. Not wanting that challenge or risk. Which is why I’d stand by my answer.</p><p></p><p>And it’s no bad thing, players will play what they want, but my assertion remains, they want the power fantasy, the illusion of challenge (or artificial challenge if that expresses it better), than the experience the older rules provided a framework for.</p></blockquote><p></p>
[QUOTE="transmission89, post: 8271369, member: 6688441"] So you’re right here on the last point. To be clear, I’m not saying later editions are impossible to be lethal with, nor are there tool unavailable to do it. I’m saying the desire is not there (for the vast majority), going back to that original question (and this is regardless of tools or rules framework used). The reason I brought those up are because they’ve fed into this expectation, this change of mindset. We can see this across the mass market with whole cottage industries of art commissions and the like with the focus on the character. This hyper focus on the character as an individual, and the party would not or indeed could not exist with this risk based lethal approach (why would you pay to commission art if the character was unlikely to survive?) certainly, modern editions provide better structure for those that don’t want this risk than the older versions. But again, that’s the play style difference (there were “modern approach players” battling with the old rule sets before moving on) that is dominant now. Not wanting that challenge or risk. Which is why I’d stand by my answer. And it’s no bad thing, players will play what they want, but my assertion remains, they want the power fantasy, the illusion of challenge (or artificial challenge if that expresses it better), than the experience the older rules provided a framework for. [/QUOTE]
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Do players even like the risk of death?
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