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Do players want challenging games, with a real chance of death?
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<blockquote data-quote="Crimson Longinus" data-source="post: 9212741" data-attributes="member: 7025508"><p>So I don't need games to be super deadly, but damn, do I hate raise dead? (Yes, yes I do!) It makes what should be a dramatic tragedy a financial inconvenience. Definitely among the first spells I ban when I run a game.</p><p></p><p>Another thing I hate is if it feels that the GM is trying to contrive reasons for my character not to die when it is obvious that they should. If I made bad choices and/or there was serious bad luck, then so be it. It is not that I necessarily like if my character dies, but if I know the GM is going to save them no matter what, it makes all the actions and decisions we take to avoid death seem pretty pointless, and ultimately is a negation of my agency.</p><p></p><p>That being said, I like games where dying in the first place is relatively hard, and not due just some one bad roll. Death should be due several things going wrong, and the players should have an opportunity to correct the course before it occurs. I am not a huge fan of games such as Rolemaster, where basically any attack has a chance to one-shot any target. My carefully crafted RM character dying a gruesomely from a first attack of first foe they encountered sure made me appreciate the defeatometer that is the D&D hit point mechanic! I also like that old school save or die effects are mostly gone from the modern D&D.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9212741, member: 7025508"] So I don't need games to be super deadly, but damn, do I hate raise dead? (Yes, yes I do!) It makes what should be a dramatic tragedy a financial inconvenience. Definitely among the first spells I ban when I run a game. Another thing I hate is if it feels that the GM is trying to contrive reasons for my character not to die when it is obvious that they should. If I made bad choices and/or there was serious bad luck, then so be it. It is not that I necessarily like if my character dies, but if I know the GM is going to save them no matter what, it makes all the actions and decisions we take to avoid death seem pretty pointless, and ultimately is a negation of my agency. That being said, I like games where dying in the first place is relatively hard, and not due just some one bad roll. Death should be due several things going wrong, and the players should have an opportunity to correct the course before it occurs. I am not a huge fan of games such as Rolemaster, where basically any attack has a chance to one-shot any target. My carefully crafted RM character dying a gruesomely from a first attack of first foe they encountered sure made me appreciate the defeatometer that is the D&D hit point mechanic! I also like that old school save or die effects are mostly gone from the modern D&D. [/QUOTE]
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