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General Tabletop Discussion
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Is threat of death a necessary element of D&D?
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<blockquote data-quote="Glyfair" data-source="post: 3699989" data-attributes="member: 53"><p>Here is the issue from a DM point of view. My most recent game has had a lot of player turnover. Almost everyone is an adult, and real life interferes and players drop out. I have 3 regular players during the time (plus a player who went to college and plays when in town).</p><p></p><p>I have a subplot that has been developing "off-camera" while they are off on a longish quest. Once the players return, they may not have anyone who was involved with this subplot, and may be missing key information. Already one of the three players has died. Another has been close to dying several times.</p><p></p><p>Death can seriously hamper the cohesiveness of a game. If the party at 11th level is entirely different from the party at 5th level the game loses it's narrative in a sense. For some, that's not an issue. However, many (most?) games have that as an issue.</p><p></p><p>Take the adventure paths. Aren't there clues planted in early adventures that are important towards the end? Do they work if the parties at 1st level, 10th level and 20th level are completely different? Wouldn't they work better if death was a rare and serious event?</p></blockquote><p></p>
[QUOTE="Glyfair, post: 3699989, member: 53"] Here is the issue from a DM point of view. My most recent game has had a lot of player turnover. Almost everyone is an adult, and real life interferes and players drop out. I have 3 regular players during the time (plus a player who went to college and plays when in town). I have a subplot that has been developing "off-camera" while they are off on a longish quest. Once the players return, they may not have anyone who was involved with this subplot, and may be missing key information. Already one of the three players has died. Another has been close to dying several times. Death can seriously hamper the cohesiveness of a game. If the party at 11th level is entirely different from the party at 5th level the game loses it's narrative in a sense. For some, that's not an issue. However, many (most?) games have that as an issue. Take the adventure paths. Aren't there clues planted in early adventures that are important towards the end? Do they work if the parties at 1st level, 10th level and 20th level are completely different? Wouldn't they work better if death was a rare and serious event? [/QUOTE]
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