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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: 9538880" data-attributes="member: 6790260"><p>But then it isn't improvisational jazz anymore. It's a dead recording.</p><p></p><p></p><p>The experience <em>is</em> the music. That's...literally the whole point.</p><p></p><p></p><p>No. That is <em>one way</em> that it <em>can</em> do so. It is, emphatically, NOT the only way. Dragonlance is Story Before. Dungeon World is Story Now.</p><p></p><p></p><p>Experience IS story with Story Now. That you refuse to accept this fact does not make it not true. Just as the experience of jazz is the whole point thereof, and the experience</p><p></p><p></p><p>Then you are--simply--wrong.</p><p></p><p></p><p>Because you keep asserting, without any actual evidence or even argument, that that is somehow inappropriate. You are incorrect.</p><p></p><p></p><p>And I say that the former is a dead thing that provides nothing of what RHPS is about. The latter is what RHPS is actually about--and thus, that is what the <em>actual</em> story is. The nailed-down, dead thing isn't.</p><p></p><p></p><p>But that would not be the same story. That would be <em>my</em> story of some particular time. It would not be the story of <em>actually being there</em>, which is a different thing. As different as Ludwig van Beethoven and Louis Armstrong. To confine Mr. Armstrong's art to exclusively recordings and written, composed pieces would be killing the soul of his art, which is not at all true of Beethoven's art. They're different kinds of art with different goals. Just as Story Before, Story Now, and Story After are different kinds of story with different goals.</p><p></p><p>That you are not interested in the goals of Story Now (or Story Before) does not mean those are not also valid storytelling goals. "Setting tourism" and "theme-park" gaming and other such things are a perfectly valid and widespread preference; just ask [USER=6747251]@Micah Sweet[/USER]. "Protagonism" and "conversation" gaming and other such things are another perfectly valid preference, though I don't think it's as widespread as the previous, in part because awareness of that experience as a distinct thing is much more recent. "Story Before" in the TTRPG space is at least as old as Dragonlance, and probably older. "Story After" is as old as TTRPGs themselves, mostly because it's the simplest form of storytelling. Nearly anyone can tell a story upon reflection, though it may not necessarily be a particularly good or interesting story. Story Before and Story Now require a bit more effort and induce a few more wrinkles.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9538880, member: 6790260"] But then it isn't improvisational jazz anymore. It's a dead recording. The experience [I]is[/I] the music. That's...literally the whole point. No. That is [I]one way[/I] that it [I]can[/I] do so. It is, emphatically, NOT the only way. Dragonlance is Story Before. Dungeon World is Story Now. Experience IS story with Story Now. That you refuse to accept this fact does not make it not true. Just as the experience of jazz is the whole point thereof, and the experience Then you are--simply--wrong. Because you keep asserting, without any actual evidence or even argument, that that is somehow inappropriate. You are incorrect. And I say that the former is a dead thing that provides nothing of what RHPS is about. The latter is what RHPS is actually about--and thus, that is what the [I]actual[/I] story is. The nailed-down, dead thing isn't. But that would not be the same story. That would be [I]my[/I] story of some particular time. It would not be the story of [I]actually being there[/I], which is a different thing. As different as Ludwig van Beethoven and Louis Armstrong. To confine Mr. Armstrong's art to exclusively recordings and written, composed pieces would be killing the soul of his art, which is not at all true of Beethoven's art. They're different kinds of art with different goals. Just as Story Before, Story Now, and Story After are different kinds of story with different goals. That you are not interested in the goals of Story Now (or Story Before) does not mean those are not also valid storytelling goals. "Setting tourism" and "theme-park" gaming and other such things are a perfectly valid and widespread preference; just ask [USER=6747251]@Micah Sweet[/USER]. "Protagonism" and "conversation" gaming and other such things are another perfectly valid preference, though I don't think it's as widespread as the previous, in part because awareness of that experience as a distinct thing is much more recent. "Story Before" in the TTRPG space is at least as old as Dragonlance, and probably older. "Story After" is as old as TTRPGs themselves, mostly because it's the simplest form of storytelling. Nearly anyone can tell a story upon reflection, though it may not necessarily be a particularly good or interesting story. Story Before and Story Now require a bit more effort and induce a few more wrinkles. [/QUOTE]
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