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"Hot Take": Fear is a bad motivator
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<blockquote data-quote="iserith" data-source="post: 8244813" data-attributes="member: 97077"><p>I think you can though if it plays into the theme and the group prepares for it. If I'm running a pulp action hero Eberron game, I'm taking death off the table as a possible consequence because that plays into the theme. But if I'm running a classic dungeon delving game, then yeah, you might be ground into a pink slurry by a complex trap; however, knowing this, you've already created a backup character that we can tap in so that you're not just sitting there for the rest of the session. You're also likely making characters good at delving dungeons to acquire XP and gold and making decisions accordingly. There's also likely bragging rights for who has the most gruesome death. (Maybe that's just my weird players though.)</p><p></p><p>With regard to the OP, the goals of play (for D&D 5e anyway) are that everyone have a good time and creates an exciting, memorable story by playing. This can be achieved with characters never dying or characters dying like flies. I'm not really sure fear applies here at all. Sure, there can be tension when trying to resolve a challenge between you and your goals. I would stop short of calling it fear or thinking it's a motivator. Failure is just another turn in the emerging story.</p></blockquote><p></p>
[QUOTE="iserith, post: 8244813, member: 97077"] I think you can though if it plays into the theme and the group prepares for it. If I'm running a pulp action hero Eberron game, I'm taking death off the table as a possible consequence because that plays into the theme. But if I'm running a classic dungeon delving game, then yeah, you might be ground into a pink slurry by a complex trap; however, knowing this, you've already created a backup character that we can tap in so that you're not just sitting there for the rest of the session. You're also likely making characters good at delving dungeons to acquire XP and gold and making decisions accordingly. There's also likely bragging rights for who has the most gruesome death. (Maybe that's just my weird players though.) With regard to the OP, the goals of play (for D&D 5e anyway) are that everyone have a good time and creates an exciting, memorable story by playing. This can be achieved with characters never dying or characters dying like flies. I'm not really sure fear applies here at all. Sure, there can be tension when trying to resolve a challenge between you and your goals. I would stop short of calling it fear or thinking it's a motivator. Failure is just another turn in the emerging story. [/QUOTE]
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