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If not death, then what?
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<blockquote data-quote="James Gasik" data-source="post: 8706867" data-attributes="member: 6877472"><p>So you go to watch an action movie with a relatively invincible character. You know John Wick isn't going to die, no matter how many gallons of blood he loses in the process. And yet, the movie is entertaining, despite knowing he has plot armor.</p><p></p><p>The reason is, you want to find what happens next. <strong>How</strong> does he survive? What was the cost of his survival? How will the stakes be increased? How <strong>can </strong>the stakes be increased.</p><p></p><p>Now, I get it. D&D is a game. And for some, the fun is the risk of losing. And death is a way to lose that makes sense when you're a monster slaying hero.</p><p></p><p>It's why the longevity of Elves isn't even a racial trait anymore. It's a ribbon at best. Because no one really expects death of natural causes to occur in D&D. </p><p></p><p>But if you also like your D&D game to have a narrative, to follow a group of individuals who aren't a constantly rotating cast (which is a legitimate way to play, even if some don't care for it), then what stakes are being played for?</p><p></p><p>I'm thinking, first of all, every character needs goals, ambitions that their actions bring them closer towards, and failure brings them farther away from.</p><p></p><p>As well, characters need NPC's that are important to them. Perhaps failure results in a loss of a valued ally or even a loved one.</p><p></p><p>The idea is to replace mechanical punishments, like, "damage leg, -5 ft. to speed" or "one freaking eye, disadvantage on ranged attacks" with narrative ones that the players care about as much as the loss of their character, maybe?</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8706867, member: 6877472"] So you go to watch an action movie with a relatively invincible character. You know John Wick isn't going to die, no matter how many gallons of blood he loses in the process. And yet, the movie is entertaining, despite knowing he has plot armor. The reason is, you want to find what happens next. [B]How[/B] does he survive? What was the cost of his survival? How will the stakes be increased? How [B]can [/B]the stakes be increased. Now, I get it. D&D is a game. And for some, the fun is the risk of losing. And death is a way to lose that makes sense when you're a monster slaying hero. It's why the longevity of Elves isn't even a racial trait anymore. It's a ribbon at best. Because no one really expects death of natural causes to occur in D&D. But if you also like your D&D game to have a narrative, to follow a group of individuals who aren't a constantly rotating cast (which is a legitimate way to play, even if some don't care for it), then what stakes are being played for? I'm thinking, first of all, every character needs goals, ambitions that their actions bring them closer towards, and failure brings them farther away from. As well, characters need NPC's that are important to them. Perhaps failure results in a loss of a valued ally or even a loved one. The idea is to replace mechanical punishments, like, "damage leg, -5 ft. to speed" or "one freaking eye, disadvantage on ranged attacks" with narrative ones that the players care about as much as the loss of their character, maybe? [/QUOTE]
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