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<blockquote data-quote="Alexemplar" data-source="post: 7266184" data-attributes="member: 6874182"><p>And this greater focus on a continuous story has made people less tolerant of high/random lethality. </p><p></p><p> People aren't as welcome to the idea of having their character die to some critical hit from a random Orc at level 1 or having their 10th level PC whose story/character they've developed over the course of several months being slain because they failed a single saving throw against instant death. Especially not when the result is that in the next session (if not the next scene) they just come back from the dead of a replacement character pops up to fill the gap- often filling a suspiciously similar role in the party and story. Character death is expected to happen more rarely and when it does happen, it's expected to be more dramatic and have a much greater impact on the story.</p><p></p><p> But at the same time, they want a challenge and feel like their characters struggle to overcome things. Motivations have moved a bit more beyond "can I keep the character alive" to being more about "Can I accomplish the character's goals".</p><p></p><p> Other games, most notably White Wolf and many indie games, have been the go to option for scratching this particular itch. They introduce a lot more narrative mechanics, meta options, and things like fate/luck/action points that allow players to not only control their characters but also impact how the world/story around their characters play out. D&D has been slowly adopting many of these features over the editions.</p></blockquote><p></p>
[QUOTE="Alexemplar, post: 7266184, member: 6874182"] And this greater focus on a continuous story has made people less tolerant of high/random lethality. People aren't as welcome to the idea of having their character die to some critical hit from a random Orc at level 1 or having their 10th level PC whose story/character they've developed over the course of several months being slain because they failed a single saving throw against instant death. Especially not when the result is that in the next session (if not the next scene) they just come back from the dead of a replacement character pops up to fill the gap- often filling a suspiciously similar role in the party and story. Character death is expected to happen more rarely and when it does happen, it's expected to be more dramatic and have a much greater impact on the story. But at the same time, they want a challenge and feel like their characters struggle to overcome things. Motivations have moved a bit more beyond "can I keep the character alive" to being more about "Can I accomplish the character's goals". Other games, most notably White Wolf and many indie games, have been the go to option for scratching this particular itch. They introduce a lot more narrative mechanics, meta options, and things like fate/luck/action points that allow players to not only control their characters but also impact how the world/story around their characters play out. D&D has been slowly adopting many of these features over the editions. [/QUOTE]
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