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Mike Mearls: "D&D Is Uncool Again"
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<blockquote data-quote="AlViking" data-source="post: 9618961" data-attributes="member: 6906980"><p>Part of it is that it's not even new school versus old school. I'm probably one of the handful of people that played some of the original TSR versions of the product but I've never really cared much for treating characters as disposable. I'm just about as old school as you can get. Yet I would never tell people they're playing the game wrong if they want permanent character death to be rare and I know I'm far from alone. There are many ways for characters to fail and removing any chance to continue playing a character is one of the most boring options there is. I've never cared for high lethality games in any edition.</p><p></p><p>That last post of his "Whether it's a dead character or failure in whatever context the session presents, the bigger the threat, the more meaning the play has to us emotionally and spiritually. Removing it from the game turns it into time-wasting slop." Is just one WTF after another for me. It's just so holier than thou "I know the way the game should be played and if you don't play it that way it's crap." Give me a break. More spiritual meaning? Time-wasting slop? Really? It's. A. Game. Get over yourself.</p><p></p><p>It's great that different people have different expectations and want different things out of the game. If I don't want the same things, cool. I'll play at a different table. There's no reason to denigrate anyone else's preferences while trying to elevate your particular style of gaming to some sort of existential purity. Some people can learn and grow from the game and role playing in a safe context but there are plenty of ways of doing that without having the Sword of Damocles hanging over their heads. Occasionally people even play the game for fun, but according to Mearls that apparently is just a waste of time.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9618961, member: 6906980"] Part of it is that it's not even new school versus old school. I'm probably one of the handful of people that played some of the original TSR versions of the product but I've never really cared much for treating characters as disposable. I'm just about as old school as you can get. Yet I would never tell people they're playing the game wrong if they want permanent character death to be rare and I know I'm far from alone. There are many ways for characters to fail and removing any chance to continue playing a character is one of the most boring options there is. I've never cared for high lethality games in any edition. That last post of his "Whether it's a dead character or failure in whatever context the session presents, the bigger the threat, the more meaning the play has to us emotionally and spiritually. Removing it from the game turns it into time-wasting slop." Is just one WTF after another for me. It's just so holier than thou "I know the way the game should be played and if you don't play it that way it's crap." Give me a break. More spiritual meaning? Time-wasting slop? Really? It's. A. Game. Get over yourself. It's great that different people have different expectations and want different things out of the game. If I don't want the same things, cool. I'll play at a different table. There's no reason to denigrate anyone else's preferences while trying to elevate your particular style of gaming to some sort of existential purity. Some people can learn and grow from the game and role playing in a safe context but there are plenty of ways of doing that without having the Sword of Damocles hanging over their heads. Occasionally people even play the game for fun, but according to Mearls that apparently is just a waste of time. [/QUOTE]
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