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Do players really want balance?
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<blockquote data-quote="pemerton" data-source="post: 9482240" data-attributes="member: 42582"><p>In some RPGs. Not in Classic Traveller. Or in some versions of RuneQuest. Or in some versions of Pendragon. Or in Wuthering Heights.</p><p></p><p>I'm sure there are many other RPGs too where players don't get to decide their PCs' pasts.</p><p></p><p>In D&D, players get to decide whether or not their PCs are courageous. This is not a universal feature of RPGs - in Classic Traveller, for instance (published in 1977) there are moral rules that govern PCs (and the players who play them) identically to how they govern NPCs (and the GMs who play them). Burning Wheel is a more recent RPG that also has player/PC-affecting morale-type rules ("Steel").</p><p></p><p>In D&D, players get too decide when their PCs need to rest, or not - there are no rules, for instance, for falling asleep on watch. And as [USER=6790260]@EzekielRaiden[/USER] noted, a player gets to decide whether or not their PC succumbs to temptation (contrast, say, The Dying Earth (Pelgrane version), where the player does not get to decide this unilaterally).</p><p></p><p>I believe you that you prefer death saving throws to a "will to live" mechanic. But I can't take the notion that one is more realistic than the other at all seriously.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9482240, member: 42582"] In some RPGs. Not in Classic Traveller. Or in some versions of RuneQuest. Or in some versions of Pendragon. Or in Wuthering Heights. I'm sure there are many other RPGs too where players don't get to decide their PCs' pasts. In D&D, players get to decide whether or not their PCs are courageous. This is not a universal feature of RPGs - in Classic Traveller, for instance (published in 1977) there are moral rules that govern PCs (and the players who play them) identically to how they govern NPCs (and the GMs who play them). Burning Wheel is a more recent RPG that also has player/PC-affecting morale-type rules ("Steel"). In D&D, players get too decide when their PCs need to rest, or not - there are no rules, for instance, for falling asleep on watch. And as [USER=6790260]@EzekielRaiden[/USER] noted, a player gets to decide whether or not their PC succumbs to temptation (contrast, say, The Dying Earth (Pelgrane version), where the player does not get to decide this unilaterally). I believe you that you prefer death saving throws to a "will to live" mechanic. But I can't take the notion that one is more realistic than the other at all seriously. [/QUOTE]
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Do players really want balance?
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