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L&L 3/05 - Save or Die!
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<blockquote data-quote="Sunseeker" data-source="post: 5844092"><p>Which really isn't a lot of fun. If there's an expectation of death in the game, it's probably better to come prepared with an alternate character. But there's still an underlying issue of dispensability here, and a tactical issue.</p><p></p><p>This works if we assume that players are familiar with the classes of those NPCs. If the guy who only plays fighters suddenly has to take over a sorcerer, or a cleric, it may result in even more death due to their lack of knowledge. Plus, there's a growing tactics issue.</p><p></p><p>For players who are skilled enough to run two characters yes. This gets progressively more difficult and turns become more time-consuming as players advance to higher levels. If you have players who are VERY fluent with the game and capable of taking quick turns, that's great, this works, but there's also the tactics issue here.</p><p></p><p>The one that I've been leading up to is basically this: D&D is a team game, in most situations you're working with and cooperating with other players, players who you have to communicate with. Sometimes effects remove those modes of communication(deafen, blind/darkness). Without metagaming, you basically now can't communicate with your party. Problematically, you can't NOT communicate with yourself, and as it's been said, attempting to not metagame is the height of metagaming.</p><p></p><p>Not to mention that D&D is supposed to establish a system of co-dependence within a party(that's why they're sticking it out together and not alone), if every player is their own party, then we're wondering, "why is this group of people together?"</p><p></p><p></p><p>Even if I wanted to run a high-lethality game, there's no way I could follow your suggestions. Character creation is more than just rolling stats and picking powers/feats, it's an investment. Making multiple characters because they're all going to die next week makes them meaningless. Why put the love and effort into creating, developing, role-playing a character you're going to replace in a week? Secondly, I'm a slow player, I take time to consider my options, and there's no way I could run multiple characters, or just jump into an NPC. </p><p></p><p>I'd like to see ways to run a high-lethality game without filling the dumpster with dead characters every week. The THREAT of lethality is what's important, not actual death. Expecting to die, coming very close to death, seeing a single character die and knowing you could be next, that's what creates tension. Throwing characters into the meat grinder is more a war-crime than a tension builder.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5844092"] Which really isn't a lot of fun. If there's an expectation of death in the game, it's probably better to come prepared with an alternate character. But there's still an underlying issue of dispensability here, and a tactical issue. This works if we assume that players are familiar with the classes of those NPCs. If the guy who only plays fighters suddenly has to take over a sorcerer, or a cleric, it may result in even more death due to their lack of knowledge. Plus, there's a growing tactics issue. For players who are skilled enough to run two characters yes. This gets progressively more difficult and turns become more time-consuming as players advance to higher levels. If you have players who are VERY fluent with the game and capable of taking quick turns, that's great, this works, but there's also the tactics issue here. The one that I've been leading up to is basically this: D&D is a team game, in most situations you're working with and cooperating with other players, players who you have to communicate with. Sometimes effects remove those modes of communication(deafen, blind/darkness). Without metagaming, you basically now can't communicate with your party. Problematically, you can't NOT communicate with yourself, and as it's been said, attempting to not metagame is the height of metagaming. Not to mention that D&D is supposed to establish a system of co-dependence within a party(that's why they're sticking it out together and not alone), if every player is their own party, then we're wondering, "why is this group of people together?" Even if I wanted to run a high-lethality game, there's no way I could follow your suggestions. Character creation is more than just rolling stats and picking powers/feats, it's an investment. Making multiple characters because they're all going to die next week makes them meaningless. Why put the love and effort into creating, developing, role-playing a character you're going to replace in a week? Secondly, I'm a slow player, I take time to consider my options, and there's no way I could run multiple characters, or just jump into an NPC. I'd like to see ways to run a high-lethality game without filling the dumpster with dead characters every week. The THREAT of lethality is what's important, not actual death. Expecting to die, coming very close to death, seeing a single character die and knowing you could be next, that's what creates tension. Throwing characters into the meat grinder is more a war-crime than a tension builder. [/QUOTE]
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