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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="thecasualoblivion" data-source="post: 4839297" data-attributes="member: 59096"><p>I don't think Lethality has a direct impact on roleplaying, but it does have a direct impact on the game experience. For example:</p><p></p><p>Gamist--In a exploration/problem solving oriented game, high lethality ups the stakes and the game just isn't as interesting without it, while in an action/combat focused game high lethality will lead to frustration and burnout. </p><p></p><p>Narrative--In a roleplaying focused game, high lethality encourages players to find non-violent(roleplaying) solutions, while in a story focused game high lethality, specifically high character turnover negatively impacts the story. </p><p></p><p>Simulationist--High lethality works well when simulatining real world physics, but works less well at simulating cinematics.</p><p></p><p>Character Creation--Quick and painless character creation goes well with high lethality, but complex and deep character creation combined with high lethality tends to end in frustration when you spend more time building characters than playing them.</p><p></p><p></p><p>I don't think high lethality is connected to better roleplaying independant of the system and what game you are trying to play.</p></blockquote><p></p>
[QUOTE="thecasualoblivion, post: 4839297, member: 59096"] I don't think Lethality has a direct impact on roleplaying, but it does have a direct impact on the game experience. For example: Gamist--In a exploration/problem solving oriented game, high lethality ups the stakes and the game just isn't as interesting without it, while in an action/combat focused game high lethality will lead to frustration and burnout. Narrative--In a roleplaying focused game, high lethality encourages players to find non-violent(roleplaying) solutions, while in a story focused game high lethality, specifically high character turnover negatively impacts the story. Simulationist--High lethality works well when simulatining real world physics, but works less well at simulating cinematics. Character Creation--Quick and painless character creation goes well with high lethality, but complex and deep character creation combined with high lethality tends to end in frustration when you spend more time building characters than playing them. I don't think high lethality is connected to better roleplaying independant of the system and what game you are trying to play. [/QUOTE]
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Is there a Relationship between Game Lethality and Role Play?
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