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<blockquote data-quote="Celebrim" data-source="post: 5901004" data-attributes="member: 4937"><p>You know, I think it might be nice and more informative if people stopped trying to describe what there game is not, and spent more time describing what it is. It seems both 'sides' have spent more time constructing what games that they don't run are like than games that they do run, and I don't really have a good feel because of this for what either side is actually advocating beyond the most high level summary.</p><p></p><p>I'm fairly sure that the so called 'safe game' mainly exists in bloodtide's imagination. The closest I've have ever encountered to a 'safe game' as he describes it is one with ready and easy access to raise dead, so that, while deaths happened they were generally taken in stride and raised no concerns about continuity. </p><p></p><p>Then again, since no one arguing with bloodtide seems particularly keen on doing any more than characterizing his game, I can't really know whether his charges actually strike closer to home than the seem to. </p><p></p><p>And I still don't understand how statements like this actually work in practice:</p><p></p><p></p><p></p><p>In my current game, it has been strongly hinted to the PC's that if they "slip up", as you put it, the world could be destroyed or at the very least, the chunk of it they are familiar with. But, that fact has no relation to whether or not the character dies. I can't very well subsitute civil war (also a real possibility), invasion, death of NPC's, or anything else for death of PC as if these were interchangible resources. When the party cohesion breaks down, and the one player is abandoned in a nest of hunger crazed ghouls, I can't very well say, "Ok, instead of your PC dying, what actually happens is a beloved NPC dies, and the Nautians kick the Shalmarines out of the city." That isn't a logical proximate outcome of the situation. The PC failing in his mission as a result of dying might lead to that, but I don't see how you can get from, "Ok, you allowed the beserker cultists to lock you in the wine cellar and you are now outnumbed 10 to 1 by howling mad beserkers who want vengeance on you for the death of their leader." to, "Yeah, well, you escape but as a result Father Anwell dies."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5901004, member: 4937"] You know, I think it might be nice and more informative if people stopped trying to describe what there game is not, and spent more time describing what it is. It seems both 'sides' have spent more time constructing what games that they don't run are like than games that they do run, and I don't really have a good feel because of this for what either side is actually advocating beyond the most high level summary. I'm fairly sure that the so called 'safe game' mainly exists in bloodtide's imagination. The closest I've have ever encountered to a 'safe game' as he describes it is one with ready and easy access to raise dead, so that, while deaths happened they were generally taken in stride and raised no concerns about continuity. Then again, since no one arguing with bloodtide seems particularly keen on doing any more than characterizing his game, I can't really know whether his charges actually strike closer to home than the seem to. And I still don't understand how statements like this actually work in practice: In my current game, it has been strongly hinted to the PC's that if they "slip up", as you put it, the world could be destroyed or at the very least, the chunk of it they are familiar with. But, that fact has no relation to whether or not the character dies. I can't very well subsitute civil war (also a real possibility), invasion, death of NPC's, or anything else for death of PC as if these were interchangible resources. When the party cohesion breaks down, and the one player is abandoned in a nest of hunger crazed ghouls, I can't very well say, "Ok, instead of your PC dying, what actually happens is a beloved NPC dies, and the Nautians kick the Shalmarines out of the city." That isn't a logical proximate outcome of the situation. The PC failing in his mission as a result of dying might lead to that, but I don't see how you can get from, "Ok, you allowed the beserker cultists to lock you in the wine cellar and you are now outnumbed 10 to 1 by howling mad beserkers who want vengeance on you for the death of their leader." to, "Yeah, well, you escape but as a result Father Anwell dies." [/QUOTE]
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