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Is 4th edition getting soft? - edited for friendly content :)
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<blockquote data-quote="Anthtriel" data-source="post: 3841518" data-attributes="member: 13764"><p>As much as I love this analogy, it only covers one side, D&D as a Wargame/CRPG with a faceless avatar that gets killed off and immediately replaced with another character (often a clone).</p><p></p><p>It's quite different for the other extreme, the storytelling game. In that case, killing off a PC (without player input, i.e. save or death) is like writing a book with a group of people, and then suddenly ripping out the part written by the player and setting it on fire.</p><p></p><p>It's easy to see in which style of play the player's loss is greater, and why groups with frequent character deaths tend to have flat, faceless player avatars, much like computer games. In my experience, the less often character die, the more attached players get to them, and are more willing to flesh them out, to make the game, you know, a roleplaying game.</p></blockquote><p></p>
[QUOTE="Anthtriel, post: 3841518, member: 13764"] As much as I love this analogy, it only covers one side, D&D as a Wargame/CRPG with a faceless avatar that gets killed off and immediately replaced with another character (often a clone). It's quite different for the other extreme, the storytelling game. In that case, killing off a PC (without player input, i.e. save or death) is like writing a book with a group of people, and then suddenly ripping out the part written by the player and setting it on fire. It's easy to see in which style of play the player's loss is greater, and why groups with frequent character deaths tend to have flat, faceless player avatars, much like computer games. In my experience, the less often character die, the more attached players get to them, and are more willing to flesh them out, to make the game, you know, a roleplaying game. [/QUOTE]
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