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Do we coddle new Players?
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<blockquote data-quote="Umbran" data-source="post: 2020615" data-attributes="member: 177"><p>As others have noted, there's some sense to coddling really new players a tad, so that they don't get turned off the game merely because they aren't used to it yet. </p><p></p><p>For me, the time used to create the character, in terms of just the stats, is not a real barrier to killing the charactger off. The tiem taken to come up with personality, however, is another issue.</p><p></p><p>I think by the standards I used to play by decades ago, many folks today are coddlers. But by those same standards, I'm not playing the same game I used to back when I started.</p><p></p><p>For many folks, in the beggining the game is/was mostly about fantasy combats and puzzle-solving. RPGs were fairly tactical games, more about the actions than anything else. We mostly explored what characters could do, what deeds or derring do they could accomplish. Character death wasn't such a big deal, because one could just as easily explore what could be done with another character sheet. </p><p></p><p>These days, I've grown to care a bit more about long-term story and who the character is, and a bit less about what they can do. If the character dies, you cease to be able to explore who the character is, and their long-term story ends. You cannot continue to have a similar experience in the game with a new character, so killing the character means more to the game.</p></blockquote><p></p>
[QUOTE="Umbran, post: 2020615, member: 177"] As others have noted, there's some sense to coddling really new players a tad, so that they don't get turned off the game merely because they aren't used to it yet. For me, the time used to create the character, in terms of just the stats, is not a real barrier to killing the charactger off. The tiem taken to come up with personality, however, is another issue. I think by the standards I used to play by decades ago, many folks today are coddlers. But by those same standards, I'm not playing the same game I used to back when I started. For many folks, in the beggining the game is/was mostly about fantasy combats and puzzle-solving. RPGs were fairly tactical games, more about the actions than anything else. We mostly explored what characters could do, what deeds or derring do they could accomplish. Character death wasn't such a big deal, because one could just as easily explore what could be done with another character sheet. These days, I've grown to care a bit more about long-term story and who the character is, and a bit less about what they can do. If the character dies, you cease to be able to explore who the character is, and their long-term story ends. You cannot continue to have a similar experience in the game with a new character, so killing the character means more to the game. [/QUOTE]
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