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Is threat of death a necessary element of D&D?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3700032" data-attributes="member: 22882"><p>In answer to the thread title:</p><p></p><p>No, it is not necessary. I have played in games using the D&D rules where character death was never a possibility except via player consent. If it were necessary, the game could not be played without it, and this is pretty obviously not the case.</p><p></p><p>Is it DESIRABLE?</p><p></p><p>That's a more interesting question. To me, that's an emphatic "no!" - I don't need or want gameplay to dictate character death in an RPG because character death in an RPG generally means eliminating a player from the game. That strikes me as bad, bordering on TERRIBLE, design in a non-competitive game for three or more players.</p><p></p><p>In my opinion, the D&D model, which became the default for the RPG industry because it's how D&D did it, is the absolute worst possible model for in-game fatal consequences. If you consider the following:</p><p></p><p>Gameplay Death----No Gameplay Death</p><p>Fast Resurrection-----Slow Resurrection</p><p></p><p>D&D falls on the side of Gameplay Death and Slow Resurrection - a combination that both cheapens the impact of non-gameplay (consensual PC or NPC) death AND manages to remove a player for an entire session in a significant majority of cases.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3700032, member: 22882"] In answer to the thread title: No, it is not necessary. I have played in games using the D&D rules where character death was never a possibility except via player consent. If it were necessary, the game could not be played without it, and this is pretty obviously not the case. Is it DESIRABLE? That's a more interesting question. To me, that's an emphatic "no!" - I don't need or want gameplay to dictate character death in an RPG because character death in an RPG generally means eliminating a player from the game. That strikes me as bad, bordering on TERRIBLE, design in a non-competitive game for three or more players. In my opinion, the D&D model, which became the default for the RPG industry because it's how D&D did it, is the absolute worst possible model for in-game fatal consequences. If you consider the following: Gameplay Death----No Gameplay Death Fast Resurrection-----Slow Resurrection D&D falls on the side of Gameplay Death and Slow Resurrection - a combination that both cheapens the impact of non-gameplay (consensual PC or NPC) death AND manages to remove a player for an entire session in a significant majority of cases. [/QUOTE]
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