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<blockquote data-quote="Authweight" data-source="post: 6395540" data-attributes="member: 6693417"><p>The advantages could be:</p><p></p><p>1) Immersion: it's kind of odd in a game when, whenever a character dies, they are immediately replaced by a character of exactly the same level. Now, I have played like that plenty before, and it's not a huge deal, but it's still a thing. This can also have the effect that character death doesn't really seem very meaningful.</p><p></p><p>In the game I'm prepping right now, the game will be a series of expeditions into a lost island with a rotating cast of characters. In this sort of game, it just sort of feels right to have everyone start off at the same level (in this case level 3) as brand new arrivals to the island. If they survive, they level up. If they die, they're gone, and can't necessarily be easily replaced.</p><p></p><p>2) RP opportunities: it provides a new roleplaying opportunity to play a fresh arrival going out and learning from seasoned veterans. Since I'm giving large XP bonuses to lower leveled characters, it doubly makes sense to rp the whole new arrival, still learning the ropes thing. It also lets the players of more experienced characters feel cool when they get to be the mentor to new adventurers.</p><p></p><p>3) Friendly competition: when death means you come back at the starting level, there is a built in reward for managing to survive lots of sessions, which can create a sense of friendly competition among the players of the game. It can also make sacrifices and risks feel more meaningful, since it isn't just the character but also the player who stands to lose from a poor outcome.</p><p></p><p>Now, none of the above means you have to play that way. I typically don't, but I'm looking forward to pushing the system and seeing if this approach works for us.</p></blockquote><p></p>
[QUOTE="Authweight, post: 6395540, member: 6693417"] The advantages could be: 1) Immersion: it's kind of odd in a game when, whenever a character dies, they are immediately replaced by a character of exactly the same level. Now, I have played like that plenty before, and it's not a huge deal, but it's still a thing. This can also have the effect that character death doesn't really seem very meaningful. In the game I'm prepping right now, the game will be a series of expeditions into a lost island with a rotating cast of characters. In this sort of game, it just sort of feels right to have everyone start off at the same level (in this case level 3) as brand new arrivals to the island. If they survive, they level up. If they die, they're gone, and can't necessarily be easily replaced. 2) RP opportunities: it provides a new roleplaying opportunity to play a fresh arrival going out and learning from seasoned veterans. Since I'm giving large XP bonuses to lower leveled characters, it doubly makes sense to rp the whole new arrival, still learning the ropes thing. It also lets the players of more experienced characters feel cool when they get to be the mentor to new adventurers. 3) Friendly competition: when death means you come back at the starting level, there is a built in reward for managing to survive lots of sessions, which can create a sense of friendly competition among the players of the game. It can also make sacrifices and risks feel more meaningful, since it isn't just the character but also the player who stands to lose from a poor outcome. Now, none of the above means you have to play that way. I typically don't, but I'm looking forward to pushing the system and seeing if this approach works for us. [/QUOTE]
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