clockworkjoe
First Post
d4 said:Hey Merak! you might recall from past threads on this topic that you and i have completely opposite styles of gaming.
the main reason why i game is for stress relief.
the paranoia, fear of death and loss, painstaking strategizing and planning, and "gritty" feel that you enjoy so much is exactly antithetical to why i play the game. i would be bored and frustrated in the types of games you enjoy, as you would be in mine.
basically, things that increase the stress or tension of the game turn me off and make me lose interest very, very quickly. remember, i game to relieve stress, not to feel more of it. i know there are people who thrive on stress and feel energized by it, but i'm not one of them. this is also why i refuse to play horror RPGs.
here's a good example.......
I understand what you mean, but to me I feel completely opposite about this. This is a game. However, the game is meaningless if there is no risk to a character's actions. I really get bored at the type of games you describe where PCs can almost never die or where success is more or less determined by GM fiat.
To me, that isn't a game; it's a badly written play and I'm stuck improvising the dialogue. The story has already been determined. Nothing will change that.
The important thing is that the random element of D&D makes it exciting. No one knows if the PCs will succeed or fail until it actually happens. No one can tell how the story will wind up until we get there. And the story that does happen because someone died of a random encounter and an unexpected detour took place makes it VASTLY superior to anything totally planned.
The problem with the playing style you advocate is that it metagames on a very basic level. The players KNOW that they will not die so the PCs act differently than if they really were at risk.
D&D is vastly more rewarding when there is risk involved. All games are better off when the outcome is not predetermined.