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Hitting "reset": A counterpoint to "gritty" 4e
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<blockquote data-quote="Li Shenron" data-source="post: 3980380" data-attributes="member: 1465"><p>It's not the first time I hear this, and in all honesty I really really really hate it. It is possibly one of the very few things which would prevent me to even try to play with that gaming group.</p><p></p><p>I have played with players who requested their characters to be death-proof, or at least who wanted death to require their own approval before being permanent. In our case, they were emotional players (heavy on the roleplay side), and that is why they didn't like to play in a game where their beloved character could have died without prior notice. I actually respect that kind of players, even if I'm not - I'm rather the type that wants to try different characters pretty often, so death for me is an opportunity for renewed fun. </p><p></p><p>So far, the ideas which I like most to spare those kinds of players from death is to replace death (at least THEIR deaths) with a permanent disadvantage; not as big as crippling their PC after a single death, but anyway something that cannot be overcome in any way. This way, the player is very much motivated not to die anyway, and the PC gets worse and worse if the player lets her die multiple times; but even if this happens, the player at least has all the time to realize when it's getting too far and the PC is shifting towards unplayability, and during this time she can "plan" her character's retirement or why not real death.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3980380, member: 1465"] It's not the first time I hear this, and in all honesty I really really really hate it. It is possibly one of the very few things which would prevent me to even try to play with that gaming group. I have played with players who requested their characters to be death-proof, or at least who wanted death to require their own approval before being permanent. In our case, they were emotional players (heavy on the roleplay side), and that is why they didn't like to play in a game where their beloved character could have died without prior notice. I actually respect that kind of players, even if I'm not - I'm rather the type that wants to try different characters pretty often, so death for me is an opportunity for renewed fun. So far, the ideas which I like most to spare those kinds of players from death is to replace death (at least THEIR deaths) with a permanent disadvantage; not as big as crippling their PC after a single death, but anyway something that cannot be overcome in any way. This way, the player is very much motivated not to die anyway, and the PC gets worse and worse if the player lets her die multiple times; but even if this happens, the player at least has all the time to realize when it's getting too far and the PC is shifting towards unplayability, and during this time she can "plan" her character's retirement or why not real death. [/QUOTE]
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