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<blockquote data-quote="I'm A Banana" data-source="post: 7649431" data-attributes="member: 2067"><p>Sure, you don't get screwed for the whole game. But you can get screwed for one hand, or one round. The question becomes one of timescale. How long is it OK for someone to be screwed? A character in a high-lethality game might jump right back in in 5 minutes if they die and character creation is simple or if resurrection is easy. Killing Asmodeus in an ongoing D&D game with a single spell isn't the end of the game, it's just the end of one monster from a literally limitless field of them. </p><p></p><p>Of course, in other games, characters need to stick around for longer, and true villains must not be easily killed. The point I'm mostly making is that neither one is a "default:" What one group needs is very dependent on that group's perspective. It's not right or wrong, it's personal preference, and I think it's important to realize that both are correct for their own local versions of the game. In your case, maybe there is too much riding on a single character or monster to allow them to be easily disposable...and that says something about your games in contrast to games where this isn't the case, and what you might prefer in gameplay that others would detest. If that's true, you might like more complex characters, for instance, or mechanics that allow certain villains to have an effect over multiple sessions without ever appearing.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7649431, member: 2067"] Sure, you don't get screwed for the whole game. But you can get screwed for one hand, or one round. The question becomes one of timescale. How long is it OK for someone to be screwed? A character in a high-lethality game might jump right back in in 5 minutes if they die and character creation is simple or if resurrection is easy. Killing Asmodeus in an ongoing D&D game with a single spell isn't the end of the game, it's just the end of one monster from a literally limitless field of them. Of course, in other games, characters need to stick around for longer, and true villains must not be easily killed. The point I'm mostly making is that neither one is a "default:" What one group needs is very dependent on that group's perspective. It's not right or wrong, it's personal preference, and I think it's important to realize that both are correct for their own local versions of the game. In your case, maybe there is too much riding on a single character or monster to allow them to be easily disposable...and that says something about your games in contrast to games where this isn't the case, and what you might prefer in gameplay that others would detest. If that's true, you might like more complex characters, for instance, or mechanics that allow certain villains to have an effect over multiple sessions without ever appearing. [/QUOTE]
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