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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="Ariosto" data-source="post: 4840667" data-attributes="member: 80487"><p>Touching again on the TPK potential in 4E, in my (perhaps unrepresentative) experience, players in a combat are like a cat up a tree. Heck, the possibility that an encounter with monsters could be anything <em>but</em> a slugging match seems not to cross their minds.</p><p></p><p>I guess that could reflect "training" in 3E scenarios, although what I've seen from Necromancer Games would seem unlikely to cultivate such rigidity. Goodman maybe; I don't recall anything from Wizards.</p><p></p><p>RPGA 4E events seem to encourage an "along for the ride" attitude, and the Association has been key to drawing into the game most of the players I have met.</p><p></p><p>A lot of 1E modules came (partly to get more return on development costs) from tournaments, and that may have helped pave the way for a wide shift to pretty linear scenarios. The early ones, though, tended also to be very deadly unless approached with the caution likewise applicable in a "proper" dungeon (roughly analogous to a modern war zone).</p><p></p><p>More than anything, I think assumptions as to what the game is "about" shape how players approach it. A trend in published scenarios, if they get used a lot, may weigh more heavily than material in the rule book. For instance, GDW and FASA published (if memory serves) a number of Traveller adventures focused on criminal or mercenary undertakings involving violence almost as a matter of course. I recall that some players who had a collection of those (which I did not) got the impression that Traveller was "about" that sort of thing.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4840667, member: 80487"] Touching again on the TPK potential in 4E, in my (perhaps unrepresentative) experience, players in a combat are like a cat up a tree. Heck, the possibility that an encounter with monsters could be anything [i]but[/i] a slugging match seems not to cross their minds. I guess that could reflect "training" in 3E scenarios, although what I've seen from Necromancer Games would seem unlikely to cultivate such rigidity. Goodman maybe; I don't recall anything from Wizards. RPGA 4E events seem to encourage an "along for the ride" attitude, and the Association has been key to drawing into the game most of the players I have met. A lot of 1E modules came (partly to get more return on development costs) from tournaments, and that may have helped pave the way for a wide shift to pretty linear scenarios. The early ones, though, tended also to be very deadly unless approached with the caution likewise applicable in a "proper" dungeon (roughly analogous to a modern war zone). More than anything, I think assumptions as to what the game is "about" shape how players approach it. A trend in published scenarios, if they get used a lot, may weigh more heavily than material in the rule book. For instance, GDW and FASA published (if memory serves) a number of Traveller adventures focused on criminal or mercenary undertakings involving violence almost as a matter of course. I recall that some players who had a collection of those (which I did not) got the impression that Traveller was "about" that sort of thing. [/QUOTE]
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