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*Dungeons & Dragons
If not death, then what?
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<blockquote data-quote="Helldritch" data-source="post: 8711444" data-attributes="member: 6855114"><p>If you feel I am mocking I am sad. I am not. You are not your position.</p><p>Having constant second chances for me equals to handling victory at no permanent costs. A set back? Ok. For how long? At what costs? If none of these set backs have any permanent effects, how can they be set backs? For me they are just minor inconveniences. I do that all the time myself. And delays in the outcome might be frustrating, but it is hardly worth calling these permanent setbacks. Inconveniences at best...</p><p></p><p>And again, you assume that my players are victims. Again they come to me exactly because I play the way that I play. They got tired of other DMs handling them victories as in the end, it feels as if the players are just in the novel the DM wants to write but dare not put to print. So they act as the DM because they can't die. You say you do not railroad? You do not fudge? And yet, no one dies? Strange, I do not railroad. I do not fudge because I roll on the open. And still, even if I do, sometimes, underplay some foes, characters can and do die. You claim you do not the previous things? Great! You found a way to do it without ever killing character. You like that and they like it too. Great for your games!</p><p></p><p>And just in case you do not understand. I perfectly understand your style of play. I simply can't agree with that. I would leave a DM that gives me this kind of play as soon as the first true death that should have happen would, well, happen. I need true consequences in my games and so are my players. We see the characters as simple characters that are in our story, if they die, they die. New ones will take their place. Our focus is on the players and how challenges are overcome or failed. We have as much fun seeing a character die heroically than we have seeing the villains being put the sword, redeemed or banished.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8711444, member: 6855114"] If you feel I am mocking I am sad. I am not. You are not your position. Having constant second chances for me equals to handling victory at no permanent costs. A set back? Ok. For how long? At what costs? If none of these set backs have any permanent effects, how can they be set backs? For me they are just minor inconveniences. I do that all the time myself. And delays in the outcome might be frustrating, but it is hardly worth calling these permanent setbacks. Inconveniences at best... And again, you assume that my players are victims. Again they come to me exactly because I play the way that I play. They got tired of other DMs handling them victories as in the end, it feels as if the players are just in the novel the DM wants to write but dare not put to print. So they act as the DM because they can't die. You say you do not railroad? You do not fudge? And yet, no one dies? Strange, I do not railroad. I do not fudge because I roll on the open. And still, even if I do, sometimes, underplay some foes, characters can and do die. You claim you do not the previous things? Great! You found a way to do it without ever killing character. You like that and they like it too. Great for your games! And just in case you do not understand. I perfectly understand your style of play. I simply can't agree with that. I would leave a DM that gives me this kind of play as soon as the first true death that should have happen would, well, happen. I need true consequences in my games and so are my players. We see the characters as simple characters that are in our story, if they die, they die. New ones will take their place. Our focus is on the players and how challenges are overcome or failed. We have as much fun seeing a character die heroically than we have seeing the villains being put the sword, redeemed or banished. [/QUOTE]
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