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Is Dying Such a Bad Thing?
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<blockquote data-quote="Uder" data-source="post: 5195283" data-attributes="member: 11949"><p>Well, I was referring to certain types of bad TV shows - especially syndicated shows that require a certain status quo be maintained so the episodes can be shown in any order. There generally is more at stake in other forms of fiction, but in good adventure fiction, lasting harm can and does occur to the characters we might consider "PCs".</p><p></p><p>It's not just S&S for me - for nearly all adventure fiction we suspend our disbelief that the thing won't just be resolved in a nice tidy happy ending. Bad things will happen, but the storyline will almost certainly resolve in a satisfying way... and the audience is okay with that. Once you start to remove too many other natural consequences though, we begin to roll our eyes and page ahead to the end so to speak. This is true in gaming too. Attention wanders. Play becomes irreverent or unfocused, and players begin push at the boundaries of the game in ways that further serve to collapse the mutual disbelief that comes from a stonkin' good game.</p><p></p><p></p><p>I'm not going to tell you you're wrong for enjoying them, but... I disagree.</p><p></p><p></p><p>Well, I'm talking more of the idea of reveling in banality than cultural camp, but yeah. High heroism without possibility of death is campy and insincere to me - and once the players stop taking your game seriously I've found it's hard to raise the bar back up.</p><p></p><p>An aside to Mallus, and apropros to nothing:</p><p>[spoiler]Without getting too heavy, I'd also like to comment in a completely knee-jerk way that a game where a person's sexual preferences and status were treated as joke material would be outside the realms of my taste, much akin to inserting a Stepin Fetchit or Speedy Gonzalez sound-alike NPC. I'm probably being over-sensitive.[/spoiler]</p></blockquote><p></p>
[QUOTE="Uder, post: 5195283, member: 11949"] Well, I was referring to certain types of bad TV shows - especially syndicated shows that require a certain status quo be maintained so the episodes can be shown in any order. There generally is more at stake in other forms of fiction, but in good adventure fiction, lasting harm can and does occur to the characters we might consider "PCs". It's not just S&S for me - for nearly all adventure fiction we suspend our disbelief that the thing won't just be resolved in a nice tidy happy ending. Bad things will happen, but the storyline will almost certainly resolve in a satisfying way... and the audience is okay with that. Once you start to remove too many other natural consequences though, we begin to roll our eyes and page ahead to the end so to speak. This is true in gaming too. Attention wanders. Play becomes irreverent or unfocused, and players begin push at the boundaries of the game in ways that further serve to collapse the mutual disbelief that comes from a stonkin' good game. I'm not going to tell you you're wrong for enjoying them, but... I disagree. Well, I'm talking more of the idea of reveling in banality than cultural camp, but yeah. High heroism without possibility of death is campy and insincere to me - and once the players stop taking your game seriously I've found it's hard to raise the bar back up. An aside to Mallus, and apropros to nothing: [spoiler]Without getting too heavy, I'd also like to comment in a completely knee-jerk way that a game where a person's sexual preferences and status were treated as joke material would be outside the realms of my taste, much akin to inserting a Stepin Fetchit or Speedy Gonzalez sound-alike NPC. I'm probably being over-sensitive.[/spoiler] [/QUOTE]
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