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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: 9540988" data-attributes="member: 6790260"><p>I'd say there are a few--but they're all going to have things in common.</p><p></p><p>For some folks, "story" has extremely hard requirements: it <em>must</em> be pre-plotted, it <em>must</em> have a definite beginning/middle/end structure, it <em>must</em> have rising and falling action, etc., etc. My main issue with doing this is that it makes it a lot harder to talk about things that aren't SO rigidly, perfectly pre-defined.</p><p></p><p>For other folks, "story" is extremely loosely defined, as basically anything that produces the feeling of experiencing or telling a story. I'm pretty sympathetic to this position, though I do think it can verge into turning "story" into a meaningless nothing, which should be avoided.</p><p></p><p>For me, "story" means there's a sense of reasonable <em>flow</em> between events. It doesn't have to be strictly "rising and falling action" patterns nor "beginning, middle, and end" cleanly laid out--serialized works often are not so cleanly divisible, for example--but it does need to have some kind of sense of "protagonism" and a reasonable degree of thematic and chronological cohesion. It doesn't need any plotting in advance, but it does need continuity and prepared <em>ideas</em> that get expressed through the world and its inhabitants.</p><p></p><p>I fully understand that the above has some amount of "I know it when I see it", but I think there's <em>enough</em> substance to at least recognize some things that definitely aren't story and some things that definitely are.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9540988, member: 6790260"] I'd say there are a few--but they're all going to have things in common. For some folks, "story" has extremely hard requirements: it [I]must[/I] be pre-plotted, it [I]must[/I] have a definite beginning/middle/end structure, it [I]must[/I] have rising and falling action, etc., etc. My main issue with doing this is that it makes it a lot harder to talk about things that aren't SO rigidly, perfectly pre-defined. For other folks, "story" is extremely loosely defined, as basically anything that produces the feeling of experiencing or telling a story. I'm pretty sympathetic to this position, though I do think it can verge into turning "story" into a meaningless nothing, which should be avoided. For me, "story" means there's a sense of reasonable [I]flow[/I] between events. It doesn't have to be strictly "rising and falling action" patterns nor "beginning, middle, and end" cleanly laid out--serialized works often are not so cleanly divisible, for example--but it does need to have some kind of sense of "protagonism" and a reasonable degree of thematic and chronological cohesion. It doesn't need any plotting in advance, but it does need continuity and prepared [I]ideas[/I] that get expressed through the world and its inhabitants. I fully understand that the above has some amount of "I know it when I see it", but I think there's [I]enough[/I] substance to at least recognize some things that definitely aren't story and some things that definitely are. [/QUOTE]
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