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How Often Should a PC Die in D&D 5e?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9530347" data-attributes="member: 6790260"><p>Sure. But one of the things that draws people to D&D is, specifically, that it is a game which tells or produces stories, derived from the things that actually interest, excite, or motivate the specific people playing in it. That's something that <em>only</em> tabletop games can offer; MMOs and CRPGs cannot do that, they can only offer a spectrum of hopefully-comprehensive options, and often must make sacrifices as part of telling that narrative (e.g., the proliferation of rank- or title-based names for a character, such as "Commander Shepard", because it's not feasible to have a true <em>name</em> implemented for all possible IRL names.)</p><p></p><p>Which means a decent slice of the playerbase--I dunno if I'd call it a majority, but I <em>would</em> call it a majority of those among the new blood brought in by 5e that are more casual and only care about mechanics instrumentally--absolutely would prefer something where random, permanent, irrevocable death is not on the table. That doesn't mean characters can't die; it just means that if they <em>do</em> die, it's either well-executed (no pun intended) and narratively satisfying, <em>or</em> it's not going to stay that way (e.g. how Lorien sustained Sheridan, "for a little while"), <em>or</em> the other characters can <em>do</em> something about it (some shows might use time travel, or collapsing alternate universes/timelines, e.g. what <em>Voyager</em> did with Harry Kim and Naomi Wildman.)</p><p></p><p>That doesn't mean it's for everyone. Very few things are. But to rebut this with, "Well, games aren't 100% identical to stories" is fundamentally missing the point. The fact that games <em>can be</em> stories, and indeed can be much, much better, more personal, more <em>fulfilling</em> stories than any other medium on offer, is straight-up one of the biggest selling points of the hobby. "You can do whatever you want" in narrative form, rather than the form of a physics-engine, or mettle-testing process, or genre-emulation tool. (Things that, notably, computer games are often just as good, if not better, at doing.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9530347, member: 6790260"] Sure. But one of the things that draws people to D&D is, specifically, that it is a game which tells or produces stories, derived from the things that actually interest, excite, or motivate the specific people playing in it. That's something that [I]only[/I] tabletop games can offer; MMOs and CRPGs cannot do that, they can only offer a spectrum of hopefully-comprehensive options, and often must make sacrifices as part of telling that narrative (e.g., the proliferation of rank- or title-based names for a character, such as "Commander Shepard", because it's not feasible to have a true [I]name[/I] implemented for all possible IRL names.) Which means a decent slice of the playerbase--I dunno if I'd call it a majority, but I [I]would[/I] call it a majority of those among the new blood brought in by 5e that are more casual and only care about mechanics instrumentally--absolutely would prefer something where random, permanent, irrevocable death is not on the table. That doesn't mean characters can't die; it just means that if they [I]do[/I] die, it's either well-executed (no pun intended) and narratively satisfying, [I]or[/I] it's not going to stay that way (e.g. how Lorien sustained Sheridan, "for a little while"), [I]or[/I] the other characters can [I]do[/I] something about it (some shows might use time travel, or collapsing alternate universes/timelines, e.g. what [I]Voyager[/I] did with Harry Kim and Naomi Wildman.) That doesn't mean it's for everyone. Very few things are. But to rebut this with, "Well, games aren't 100% identical to stories" is fundamentally missing the point. The fact that games [I]can be[/I] stories, and indeed can be much, much better, more personal, more [I]fulfilling[/I] stories than any other medium on offer, is straight-up one of the biggest selling points of the hobby. "You can do whatever you want" in narrative form, rather than the form of a physics-engine, or mettle-testing process, or genre-emulation tool. (Things that, notably, computer games are often just as good, if not better, at doing.) [/QUOTE]
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