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Flavour First vs Game First - a comparison
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4471644" data-attributes="member: 710"><p>It is not a matter of achieving perfection with the system. It is just a point where things go too far for some. </p><p></p><p></p><p>I expected such a counter-point, but I didn't feel a way to better express myself.</p><p></p><p>I agree that there must be consequences. I am not playing Candyland.</p><p>I agree that if I don't want a certain consequence, I shouldn't even allow it. But why should this mean I can't use, say a Mummy? Why do the mechanics have to get in the way of what I want? </p><p></p><p>A problem of accepting any consequence defined by the rules is that you often end up in such situations that aren't "believable" or at least feel strange.</p><p>For example, using raise-dead to recover dead team members. It cheapens death, and creates a bizarre world - I think the world is stranger then having a few Inigo Montoya moments.</p><p>Or some random stranger arrives just close to the very dungeon where you just have lost a friend, and he is so trustworthy and willing to help you that he will become part of your party and goes on monster and treasure hunting. </p><p></p><p>Yes, this is all because we didn't want some consequences to happen. Maybe that makes it a "candyland" world, but it is the only way the game can actually work - you don't want to roll up new characters every time another PC dies, and you certainly don't want to go through all the hoops again to introduce that PC in the campaign and the party. </p><p></p><p>The consequence of failure in combat can be imprisoment, retreat, or just having three characters out of five rolling their death save and barely survive. The tension of facing death is there. This doesn't feel like a win. *</p><p>If I later want to say that, after enduring such hardship, the characters want to rest instead of immediately stumbling to the next adventure, then this is a consequence the player decided, not one the rules forced on them. </p><p></p><p>*) And it's not really as if the tension would be more meaningful if characters _really_ die. You can still roll up a new character at any time. You are not out of the game forever, especially since there is no rule saying: "If a players character dies, he <em>has</em> to sit at the side-lines and watch so he can reflect about his failures and how he can learn from the consequences." That's just something that happens because it takes too long till we find a "believable" entry point for the new PC, or until we "role-played" us to the position where we can raise the dead character.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4471644, member: 710"] It is not a matter of achieving perfection with the system. It is just a point where things go too far for some. I expected such a counter-point, but I didn't feel a way to better express myself. I agree that there must be consequences. I am not playing Candyland. I agree that if I don't want a certain consequence, I shouldn't even allow it. But why should this mean I can't use, say a Mummy? Why do the mechanics have to get in the way of what I want? A problem of accepting any consequence defined by the rules is that you often end up in such situations that aren't "believable" or at least feel strange. For example, using raise-dead to recover dead team members. It cheapens death, and creates a bizarre world - I think the world is stranger then having a few Inigo Montoya moments. Or some random stranger arrives just close to the very dungeon where you just have lost a friend, and he is so trustworthy and willing to help you that he will become part of your party and goes on monster and treasure hunting. Yes, this is all because we didn't want some consequences to happen. Maybe that makes it a "candyland" world, but it is the only way the game can actually work - you don't want to roll up new characters every time another PC dies, and you certainly don't want to go through all the hoops again to introduce that PC in the campaign and the party. The consequence of failure in combat can be imprisoment, retreat, or just having three characters out of five rolling their death save and barely survive. The tension of facing death is there. This doesn't feel like a win. * If I later want to say that, after enduring such hardship, the characters want to rest instead of immediately stumbling to the next adventure, then this is a consequence the player decided, not one the rules forced on them. *) And it's not really as if the tension would be more meaningful if characters _really_ die. You can still roll up a new character at any time. You are not out of the game forever, especially since there is no rule saying: "If a players character dies, he [I]has[/I] to sit at the side-lines and watch so he can reflect about his failures and how he can learn from the consequences." That's just something that happens because it takes too long till we find a "believable" entry point for the new PC, or until we "role-played" us to the position where we can raise the dead character. [/QUOTE]
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