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New WotC Article - Deadly Dice
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<blockquote data-quote="Mattachine" data-source="post: 5843783" data-attributes="member: 6678226"><p>Rare.</p><p></p><p>For me, common death means characters matter less--people don't get as involved with creating backstory and personality. That's great for some gaming groups, but not the campaign I am running right now. In this campaign, the players are heavily invested in characterization, as well as adventure. I want death only to come through as the result of a series of bad choices, or perhaps a purposeful choice, but not the result of randomness.</p><p></p><p>In this same campaign, though, characters do flee from tough encounters (semi-sandbox campaign), fail when bad guys get away, fail when time runs out on a task, fail when they displease an employer, and so on. Plenty of other failure options are in play.</p></blockquote><p></p>
[QUOTE="Mattachine, post: 5843783, member: 6678226"] Rare. For me, common death means characters matter less--people don't get as involved with creating backstory and personality. That's great for some gaming groups, but not the campaign I am running right now. In this campaign, the players are heavily invested in characterization, as well as adventure. I want death only to come through as the result of a series of bad choices, or perhaps a purposeful choice, but not the result of randomness. In this same campaign, though, characters do flee from tough encounters (semi-sandbox campaign), fail when bad guys get away, fail when time runs out on a task, fail when they displease an employer, and so on. Plenty of other failure options are in play. [/QUOTE]
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