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Mike Mearls: "D&D Is Uncool Again"
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<blockquote data-quote="Faolyn" data-source="post: 9620164" data-attributes="member: 6915329"><p>Probably not. Some of the most memorable scenes in the game have occurred after bad rolls or after I did something that got me seriously injured. I didn't know that the events would <em>work</em>, just that it was far less likely I would die from it. That meant I felt more free to try it. </p><p></p><p></p><p>I don't think so. If death was a likely occurrence, I probably wouldn't do risky things, at least not as often, and that would lead to a somewhat less fun game overall. Or it would lead to me not character about my character quite as much, because if they die, I just make a new one. </p><p></p><p>In the post he just made, [USER=697]@mearls[/USER] said <em>"The groups I ran for that suffered a severe setback - losing three characters in one round to a vorpal sword, for instance - each rallied and absolutely crushed the adventure with inventive, teamwork driven play. The threat of defeat rallied them, rather than deflated them."</em></p><p></p><p>But those are con games, and maybe those weren't characters the players really cared all that much about.* That's different than in a long-term game where I know all the other players and we've been together for a long time. If I was in a game where I'd played a character for months or years of real time only to have them get killed by a vorpal sword in what may not be <em>the</em> major climactic battle, I don't think that I would just "rally." I don't think a lot of people would <em>just </em>rally. At least not right away, which would likely have to be the case in a con game.</p><p></p><p><span style="font-size: 12px">*Or maybe these were characters the players had been using for years at con games. I don't know how con games work.</span></p><p></p><p>Of course, it also depends on the game. Which I actually think might be the problem with what Mearls was saying, because not every game is a gritty O/AD&D-alike where death should be a constant worry. Not even every <em>D&D </em>game is or should be like that. Larger-than-life heroic fantasy is a perfectly acceptable genre that tends to not have a lot of PC death in it, at least outside of the major climactic battles. And many games, including some D&D games, are about things other than facing constant death.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9620164, member: 6915329"] Probably not. Some of the most memorable scenes in the game have occurred after bad rolls or after I did something that got me seriously injured. I didn't know that the events would [I]work[/I], just that it was far less likely I would die from it. That meant I felt more free to try it. [I][/I] I don't think so. If death was a likely occurrence, I probably wouldn't do risky things, at least not as often, and that would lead to a somewhat less fun game overall. Or it would lead to me not character about my character quite as much, because if they die, I just make a new one. In the post he just made, [USER=697]@mearls[/USER] said [I]"The groups I ran for that suffered a severe setback - losing three characters in one round to a vorpal sword, for instance - each rallied and absolutely crushed the adventure with inventive, teamwork driven play. The threat of defeat rallied them, rather than deflated them."[/I] But those are con games, and maybe those weren't characters the players really cared all that much about.* That's different than in a long-term game where I know all the other players and we've been together for a long time. If I was in a game where I'd played a character for months or years of real time only to have them get killed by a vorpal sword in what may not be [I]the[/I] major climactic battle, I don't think that I would just "rally." I don't think a lot of people would [I]just [/I]rally. At least not right away, which would likely have to be the case in a con game. [SIZE=3]*Or maybe these were characters the players had been using for years at con games. I don't know how con games work.[/SIZE] Of course, it also depends on the game. Which I actually think might be the problem with what Mearls was saying, because not every game is a gritty O/AD&D-alike where death should be a constant worry. Not even every [I]D&D [/I]game is or should be like that. Larger-than-life heroic fantasy is a perfectly acceptable genre that tends to not have a lot of PC death in it, at least outside of the major climactic battles. And many games, including some D&D games, are about things other than facing constant death. [/QUOTE]
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