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General Tabletop Discussion
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Is there a Relationship between Game Lethality and Role Play?
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<blockquote data-quote="ExploderWizard" data-source="post: 4838722" data-attributes="member: 66434"><p>It really all comes down to the desires of the players and what they want out of the whole experience. If players are looking for lighthearted mayhem without an undue amount of heavy lifting for the brain, then an overly lethal combat system defeats the entire purpose of playing (for this particular group).</p><p> </p><p>If the players enjoy problem solving that requires thinking and planning, then a more lethal systems can work for them, provided the lethality cuts both ways. If the system rewards intelligent planning and rewards such activity with a swift decisive victory in combat then the players may not mind less overall combat in the game. The real victories in these games will be the formulation of winning strategies whether they are violent or not.</p><p> </p><p>I think player satisfaction has more to do with roleplaying than lethality. A player in a game that requires a degree of effort to construct a character might become frustrated with a high mortality rate. If more time is spent preparing characters rather than playing them then player satisfaction might be rather low. Games that feature a much lower investment of time for character creation may be able to sustain a high mortality rate while maintaining player satisfaction.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4838722, member: 66434"] It really all comes down to the desires of the players and what they want out of the whole experience. If players are looking for lighthearted mayhem without an undue amount of heavy lifting for the brain, then an overly lethal combat system defeats the entire purpose of playing (for this particular group). If the players enjoy problem solving that requires thinking and planning, then a more lethal systems can work for them, provided the lethality cuts both ways. If the system rewards intelligent planning and rewards such activity with a swift decisive victory in combat then the players may not mind less overall combat in the game. The real victories in these games will be the formulation of winning strategies whether they are violent or not. I think player satisfaction has more to do with roleplaying than lethality. A player in a game that requires a degree of effort to construct a character might become frustrated with a high mortality rate. If more time is spent preparing characters rather than playing them then player satisfaction might be rather low. Games that feature a much lower investment of time for character creation may be able to sustain a high mortality rate while maintaining player satisfaction. [/QUOTE]
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Is there a Relationship between Game Lethality and Role Play?
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