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<blockquote data-quote="MiraMels" data-source="post: 7109768" data-attributes="member: 6855497"><p>Many players <em>will</em> find a game where they know they won't die not terribly compelling. I personally know many players who would find the "[almost omni-present] risk of individual death" to be incredibly stressful, and not conducive to having a good time. For the first camp (the players who would find no-death games incredibly dull), when I'm upfront about how I handle character death, it allows them to either opt into lethal play, or find a game that better suits their interests. (I know many DMs who run games that they would like much better, and I would refer them. Not just drop a blunt "my way of the high way, cupcake") </p><p></p><p>I don't say this to create any kind of value judgement of my approach versus yours, part of what makes this game wonderful is how simple choices of starting premise can create wildly different games to suit different tastes. I'm just trying to explain why I make the choices that I make for my games, and the contexts in which I'm making them.</p></blockquote><p></p>
[QUOTE="MiraMels, post: 7109768, member: 6855497"] Many players [I]will[/I] find a game where they know they won't die not terribly compelling. I personally know many players who would find the "[almost omni-present] risk of individual death" to be incredibly stressful, and not conducive to having a good time. For the first camp (the players who would find no-death games incredibly dull), when I'm upfront about how I handle character death, it allows them to either opt into lethal play, or find a game that better suits their interests. (I know many DMs who run games that they would like much better, and I would refer them. Not just drop a blunt "my way of the high way, cupcake") I don't say this to create any kind of value judgement of my approach versus yours, part of what makes this game wonderful is how simple choices of starting premise can create wildly different games to suit different tastes. I'm just trying to explain why I make the choices that I make for my games, and the contexts in which I'm making them. [/QUOTE]
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