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*Dungeons & Dragons
"Hot Take": Fear is a bad motivator
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<blockquote data-quote="tetrasodium" data-source="post: 8245970" data-attributes="member: 93670"><p>Yea, I think it was intended as a way of replicating some of the level drain type feelings without the "oh %#@R I need to rebuild my entire sheet & need ten or twenty minutes" since recalculating con or something is easy enough to do in your head & since it will <em>eventually</em> come back given enough time there was no need to rebuild the character. In that light I think it was probably fairly effective at doing so</p><p></p><p></p><p></p><p></p><p>dungeon crawl classics is usually shortened to DCC like d&d or pf, it's relevant for being largely geared towards near drinking game-esque "funnels" where [spoiler]</p><p></p><p>[ATTACH=full]135446[/ATTACH]</p><p>[/spoiler]</p><p>then runs through a meatgrinder type adventure that in more than one case is literally a converted 1e/2e adventure known for being a meatgrinder when it was aimed at much higher level character, the fun is everyone trying any wacky thing to maybe let most of the group <em>(and maybe yourself!)</em> survive somehow handling in the module. Since it's reasonably well known with what seems <a href="https://goodman-games.com/blog/2017/06/05/dcc-funnel-for-free-rpg-day/" target="_blank">regular freerpgday representation </a>in many flgs shops it's a good shorthand way of describing what is practically a dcc funnel in all but name which we can all point to as a common frame of reference not possible with a reference to something only one person in this discussion can speak on with experience like "one poster's hypothetical game style as interpreted by a third party". If you want to have a discussion about fear as a motivation it's probably not a bad idea to consider game systems like paranoia & OSR style retroclones of old editions that shine a spotlight various aspects of it for ease of discussion.</p><p></p><p>It's fine that you "don't want to discuss 5e alone" except limiting the scope of discussion to exclude all of the ways fear of death can provide a net benefit to the game so you can reenact the same contrived whiteroom used to get rid of those over the years leaves little room for any actual discussion other than the harm that comes from the narrowly allowed path of discussion.... It's different if you want to talk about fear of something specific, but [USER=7808]@Deset Gled[/USER] covered how your missing the mark on accomplishing that back in <a href="https://www.enworld.org/threads/hot-take-fear-is-a-bad-motivator.679405/post-8245665" target="_blank">108</a></p><p></p><p><strong>For example</strong> I greatly enjoy working together as a group to coordinate so as to minimize risks & maximize everyone's capabilities in combat as well as doing the same for the world & environment both as a player as well as a gm when my players do it. Without some level of the kind of fear present in older editions over the consequences & risks that stem from succeeding <em>poorly</em> at those things however there is no incentive or impetus to bother doing anything but brazenly <a href="https://wowwiki-archive.fandom.com/wiki/Faceroll" target="_blank">faceroll</a> through everything in the path as expending time & resources on those more involved strategies is a suboptimal waste of time & resources</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8245970, member: 93670"] Yea, I think it was intended as a way of replicating some of the level drain type feelings without the "oh %#@R I need to rebuild my entire sheet & need ten or twenty minutes" since recalculating con or something is easy enough to do in your head & since it will [I]eventually[/I] come back given enough time there was no need to rebuild the character. In that light I think it was probably fairly effective at doing so dungeon crawl classics is usually shortened to DCC like d&d or pf, it's relevant for being largely geared towards near drinking game-esque "funnels" where [spoiler] [ATTACH type="full" alt="1618279674112.png"]135446[/ATTACH] [/spoiler] then runs through a meatgrinder type adventure that in more than one case is literally a converted 1e/2e adventure known for being a meatgrinder when it was aimed at much higher level character, the fun is everyone trying any wacky thing to maybe let most of the group [I](and maybe yourself!)[/I] survive somehow handling in the module. Since it's reasonably well known with what seems [URL='https://goodman-games.com/blog/2017/06/05/dcc-funnel-for-free-rpg-day/']regular freerpgday representation [/URL]in many flgs shops it's a good shorthand way of describing what is practically a dcc funnel in all but name which we can all point to as a common frame of reference not possible with a reference to something only one person in this discussion can speak on with experience like "one poster's hypothetical game style as interpreted by a third party". If you want to have a discussion about fear as a motivation it's probably not a bad idea to consider game systems like paranoia & OSR style retroclones of old editions that shine a spotlight various aspects of it for ease of discussion. It's fine that you "don't want to discuss 5e alone" except limiting the scope of discussion to exclude all of the ways fear of death can provide a net benefit to the game so you can reenact the same contrived whiteroom used to get rid of those over the years leaves little room for any actual discussion other than the harm that comes from the narrowly allowed path of discussion.... It's different if you want to talk about fear of something specific, but [USER=7808]@Deset Gled[/USER] covered how your missing the mark on accomplishing that back in [URL='https://www.enworld.org/threads/hot-take-fear-is-a-bad-motivator.679405/post-8245665']108[/URL] [B]For example[/B] I greatly enjoy working together as a group to coordinate so as to minimize risks & maximize everyone's capabilities in combat as well as doing the same for the world & environment both as a player as well as a gm when my players do it. Without some level of the kind of fear present in older editions over the consequences & risks that stem from succeeding [I]poorly[/I] at those things however there is no incentive or impetus to bother doing anything but brazenly [URL='https://wowwiki-archive.fandom.com/wiki/Faceroll']faceroll[/URL] through everything in the path as expending time & resources on those more involved strategies is a suboptimal waste of time & resources [/QUOTE]
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