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How to deal with death in RPG?
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<blockquote data-quote="Umbran" data-source="post: 7587994" data-attributes="member: 177"><p>It is reductive, and over-simplification, to think of the topic as "the issue". There's a significant number of human behaviors and contributing factors that can be involved in each of the examples given. </p><p></p><p>Let us return to the start of this portion of the thread, and check in that we are still talking about the same things...</p><p></p><p>DMZ said, "My point is just that sometimes things happen in game to all of us that we're not happy with. That sometimes the players deal the gamemaster an unwelcome surprise. "</p><p></p><p>This was originally in respect to content that couldn't realistically be created on-the-fly, such that GM preparation time (and resulting emotional investment) gets tossed aside. Maybe it is a riddle game. Maybe it is a socio-economic situation that is the basis of a negotiation between the PCs and crime bosses. Maybe it is a whole wing of a dungeon populated and statted out. It could be nearly anything.</p><p></p><p>The root is not generally about pacing. The root is that GMs can, with effort, come up with some really cool stuff, but sometimes players don't engage with that stuff, or they choose to disengage once they have already bought in. The *reasons* for their disengagement will differ from case to case, so we cannot really generalize. </p><p></p><p>You might say, "Well, I never use elements in my games that I can't prep rather quickly, so this is not an issue for me." And that's fine for you. But it isn't really helpful for others who still want to use such elements.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7587994, member: 177"] It is reductive, and over-simplification, to think of the topic as "the issue". There's a significant number of human behaviors and contributing factors that can be involved in each of the examples given. Let us return to the start of this portion of the thread, and check in that we are still talking about the same things... DMZ said, "My point is just that sometimes things happen in game to all of us that we're not happy with. That sometimes the players deal the gamemaster an unwelcome surprise. " This was originally in respect to content that couldn't realistically be created on-the-fly, such that GM preparation time (and resulting emotional investment) gets tossed aside. Maybe it is a riddle game. Maybe it is a socio-economic situation that is the basis of a negotiation between the PCs and crime bosses. Maybe it is a whole wing of a dungeon populated and statted out. It could be nearly anything. The root is not generally about pacing. The root is that GMs can, with effort, come up with some really cool stuff, but sometimes players don't engage with that stuff, or they choose to disengage once they have already bought in. The *reasons* for their disengagement will differ from case to case, so we cannot really generalize. You might say, "Well, I never use elements in my games that I can't prep rather quickly, so this is not an issue for me." And that's fine for you. But it isn't really helpful for others who still want to use such elements. [/QUOTE]
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