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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: 9541114" data-attributes="member: 6790260"><p>That things have common definitions is not necessarily useful, because the simple fact that someone wrote down a definition does not mean that that definition is actually what any specific person means. That's literally <em>the</em> failing of so-called "natural language" rules. Natural language turns out to be loosey-goosey and frequently <em>very</em> fuzzy.</p><p></p><p>As a good example, I looked up "story" in four different dictionaries. They did not agree on what the primary sense of the word "story" was. Some required that it be in prose or in verse; others required that it be for "entertainment" purposes; some required that it be an actual accounting of events, while others only had that as a secondary or tertiary meaning.</p><p></p><p></p><p>Some people are. Some people are not. I prefer RPGing that both does create a story, and creates that story <em>in the act of playing</em>, as opposed to a story prewritten in advance (such as Dragonlance, which is kind of the poster child of that approach), or a story which only exists long after the events have occurred and are then discussed or recorded.</p><p></p><p></p><p>It has to do with the OP if one's objection to narrow, specific forms of character death is "it makes for a crappy story." In other words, it is not <em>directly</em> addressing the OP. But it is a natural follow-on if one's interest in RPGing is some kinds of stories and not other kinds of stories (or things entirely apart from story).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9541114, member: 6790260"] That things have common definitions is not necessarily useful, because the simple fact that someone wrote down a definition does not mean that that definition is actually what any specific person means. That's literally [I]the[/I] failing of so-called "natural language" rules. Natural language turns out to be loosey-goosey and frequently [I]very[/I] fuzzy. As a good example, I looked up "story" in four different dictionaries. They did not agree on what the primary sense of the word "story" was. Some required that it be in prose or in verse; others required that it be for "entertainment" purposes; some required that it be an actual accounting of events, while others only had that as a secondary or tertiary meaning. Some people are. Some people are not. I prefer RPGing that both does create a story, and creates that story [I]in the act of playing[/I], as opposed to a story prewritten in advance (such as Dragonlance, which is kind of the poster child of that approach), or a story which only exists long after the events have occurred and are then discussed or recorded. It has to do with the OP if one's objection to narrow, specific forms of character death is "it makes for a crappy story." In other words, it is not [I]directly[/I] addressing the OP. But it is a natural follow-on if one's interest in RPGing is some kinds of stories and not other kinds of stories (or things entirely apart from story). [/QUOTE]
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