ExploderWizard
Hero
I infer from this experience that whether dying counts as a failure or not - let alone the ultimate failure - is heavily context dependent.
True enough. At times, meaningful victory can be found in death.

It could even involve combat - lots of it - provided that the combat didn't result in PC deaths that are meaningless rather than interesting. To achieve this depends upon either (i) encounter building guidelines that minimise meaningless but life-threatening encounters, or (ii) action resolution mechanics that minimise meaningless PC deaths, or both (or maybe other options I haven't though of)
This is where I disagree.
The excitement that comes from playing adventures as a game rather than a story is basedon not knowing if the eventual outcome will be an epic story about mighty heroes conquering the villian or a tragic tale of a handful of nobodies who got dissolved by green slime while trying to seek their fortunes.
If a game does feature life or death combat within the context of the game world then I see no point in running such combatunless those stakes are meaningful. If only a handful of combats were deemed interesting enough to be considered potentially lethal then I guess I would only run a handful of combats for the entire campaign.
Rolling the dice for combat under any other circumstances is like filming the walk-through. Whats the point?
When Fifth Element and other talk about fudging, I see them as talking about tweaking (ii) - ie the action resolution mechanics - because something has gone wrong with (i) - ie a PC's life turns out to be threatened by a relatively meaningless encounter.
When playing the game, death as a possible result of engaging in combat (any combat) is part of the decision making process that helps define the choice of joining combat as meaningful. If the players are aware that the mechanics and the tweaking will generally see them through the "regular"
combats then how is their decision to engage in the activity meaningful?
If the DM has determined that an encounter is relatively meaningless then why play it out?
I don't think it hurts a game if the participants know that the ultimate outcome will be an awesome story. That is, I don't think the chance of boredom or triviality needs to be on the table in order for the game to be fun. I prefer, both as player and GM, to find out what that story is by helping to create it at the table - if the story is already known in advance, what's the point of playing? I know some people are happy simply to play through a story the GM has already written, but I'm not one of them (and I don't have any interest in GMing in that way either).
This is where understanding other reasons for playing comes in. If the primary purpose of playing is to explore the ongoing story of the adventurers instead of playing the game to determine if there will be a story then the issues being discussed here have no meaning. If telling the story is more fun than playing the game for a given group then have at it.
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