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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Lanefan" data-source="post: 8957853" data-attributes="member: 29398"><p>Which is part of why I discourage players from growing attached to their characters. Yes, in the moment you and the character are ideally one and the same, but at the same time, maintain the bigger-picture ability to make a clean break and move on if-when that character for whatever reason can no longer be played.</p><p></p><p>Except given that the story of the campaign as a whole is and must be* bigger than the story of any individual character** I put that down as a player issue.</p><p></p><p>* - unless the group is playing out a campaign that is the story of one character specifically, with all the other PCs there only as support; which while certainly a valid way to play is also a serious outlier.</p><p>** - exception: DM+single-player games where there's only one PC.</p><p></p><p>Be emotional as a character; be dispassionate as a player.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8957853, member: 29398"] Which is part of why I discourage players from growing attached to their characters. Yes, in the moment you and the character are ideally one and the same, but at the same time, maintain the bigger-picture ability to make a clean break and move on if-when that character for whatever reason can no longer be played. Except given that the story of the campaign as a whole is and must be* bigger than the story of any individual character** I put that down as a player issue. * - unless the group is playing out a campaign that is the story of one character specifically, with all the other PCs there only as support; which while certainly a valid way to play is also a serious outlier. ** - exception: DM+single-player games where there's only one PC. Be emotional as a character; be dispassionate as a player. [/QUOTE]
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