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<blockquote data-quote="Remathilis" data-source="post: 4631095" data-attributes="member: 7635"><p>Exploration along a road of broken corpses, eh? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I guess I'm with Bullgrit. I don't like running PCs who are meat-snack avatars with as little meaning or sentimentality as a monopoly shoe. I hate meat-grinders, and I REALLY hate deathtraps where PCs have a distinct disadvantage at survival (glares at Tomb of Horrors). I want challenge, risk, and excitement, but I want my Pc to have a reasonable chance at surviving it. Reasonable chance, not a "gimmie", not an easy win, but a even (or slightly unfavorable) chance.</p><p></p><p>I guess it comes from a more 2nd edition "follow the story" motif. We (me and many of the people I played with of a similar age) made characters with the expectation of seeing them through to the end. We didn't throw random PCs generated in minutes to the slaughter to win a war of attrition against a dungeon, we wanted "Remathilis the thief" to see the end of the adventure as much as "Ian the player." </p><p></p><p>Sure, sometimes we died. The dice are a cruel mistress and it happens. However, it was rare enough that the character who died was usually remembered for his deeds, not his death. </p><p></p><p>It lead to a game style that (from what I read) is distinctly opposite 1e's playstyle; structure story vs. sandbox, Pcs who were planned in advance with strong ongoing story elements vs. quickly generated "replacement" avatars, and a strong sense of "balance" that meant PCs weren't more powerful than each other (or start strong and fade fast) and could survive most reasonable challenges that a DM would use against an appropriate level party (such as a reasonable chance to defeat a foe of a CR = party level). </p><p></p><p>Its my personal badwrongfun, and I'm sticking to it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Remathilis, post: 4631095, member: 7635"] Exploration along a road of broken corpses, eh? ;) I guess I'm with Bullgrit. I don't like running PCs who are meat-snack avatars with as little meaning or sentimentality as a monopoly shoe. I hate meat-grinders, and I REALLY hate deathtraps where PCs have a distinct disadvantage at survival (glares at Tomb of Horrors). I want challenge, risk, and excitement, but I want my Pc to have a reasonable chance at surviving it. Reasonable chance, not a "gimmie", not an easy win, but a even (or slightly unfavorable) chance. I guess it comes from a more 2nd edition "follow the story" motif. We (me and many of the people I played with of a similar age) made characters with the expectation of seeing them through to the end. We didn't throw random PCs generated in minutes to the slaughter to win a war of attrition against a dungeon, we wanted "Remathilis the thief" to see the end of the adventure as much as "Ian the player." Sure, sometimes we died. The dice are a cruel mistress and it happens. However, it was rare enough that the character who died was usually remembered for his deeds, not his death. It lead to a game style that (from what I read) is distinctly opposite 1e's playstyle; structure story vs. sandbox, Pcs who were planned in advance with strong ongoing story elements vs. quickly generated "replacement" avatars, and a strong sense of "balance" that meant PCs weren't more powerful than each other (or start strong and fade fast) and could survive most reasonable challenges that a DM would use against an appropriate level party (such as a reasonable chance to defeat a foe of a CR = party level). Its my personal badwrongfun, and I'm sticking to it! :p [/QUOTE]
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