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How deadly do you like your game (as a player or DM)?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8122940" data-attributes="member: 6790260"><p>Just had a conversation about this with a player tonight. Our game is not very deadly, in part because I have tended to underestimate their ability to overcome situations, but mostly because I don't find character death very interesting. It's threatening, sure, but so is diabetes. Death ends a story, cutting all the strings and leaving no closure. I prefer to create <em>new</em> strings and to threaten the things the party cares about (people, places, institutions, ideas, treasures, etc.), as this builds into something new.</p><p></p><p>This isn't to say that characters can't die. In theory, they totally can. But I would work to make death a <em>new adventure</em>, rather than the end of an adventure and the forced start of a new one. My player had a good analogy: it's like farming or gardening. If things go wrong, you can always grow a new set of plants. But that takes a lot of time and fresh investment before it can pay off. It is unequivocally good that we can always begin again if things do fall apart. But sometimes you want to eat the strawberries you planted a year ago, and not wait until next year to eat the carrots you're going to plant next.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8122940, member: 6790260"] Just had a conversation about this with a player tonight. Our game is not very deadly, in part because I have tended to underestimate their ability to overcome situations, but mostly because I don't find character death very interesting. It's threatening, sure, but so is diabetes. Death ends a story, cutting all the strings and leaving no closure. I prefer to create [I]new[/I] strings and to threaten the things the party cares about (people, places, institutions, ideas, treasures, etc.), as this builds into something new. This isn't to say that characters can't die. In theory, they totally can. But I would work to make death a [I]new adventure[/I], rather than the end of an adventure and the forced start of a new one. My player had a good analogy: it's like farming or gardening. If things go wrong, you can always grow a new set of plants. But that takes a lot of time and fresh investment before it can pay off. It is unequivocally good that we can always begin again if things do fall apart. But sometimes you want to eat the strawberries you planted a year ago, and not wait until next year to eat the carrots you're going to plant next. [/QUOTE]
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