FreeTheSlaves said:
However Raven Crowking, I think this entire thread is basically all about the valorization of character death. It is being touted as the primary and best consequence for failure, and that it adds so much more to the game.
AFAICT, it is being touted as an
important potential consequence of failure. Nowhere do I see it being touted as the primary and best consequence for failure....though if you can point out to me where that is the case, I will be happy to admit that I am wrong.
Mallus suggests that "PC death precludes the more interesting and gameable consequences for failure", and I will concede that this is true if the DM is a bad DM. However, I would then argue that regardless of what we were discussing, a bad DM could use it poorly. Saying something can be misused does not imply that it has no value. Moreover, this sort of argument doesn't (IMHO) speak to the thesis of the OP, and hence is a straw man.
For example, I think loss of gear is another important potential consequence for failure. Therefore, I don't think that Sunder is unfun, or that rust monsters need to be muzzled. I think that missing out on treasure is an important potential consequence for failure, and gaining extra treasure is an important potential consequence for success. Therefore, I am no fan of the expectation that WPL guidelines must be met, or the suggestion that in 4e where the party misses treasure in Area A, you should simply add it to Area B.
I hold that the greater the variety of potential consequences (good & bad), the better.
I hold that the more fitting the potential consequences (good & bad) to the situation, the better.
I hold that, therefore, removal of any type of potential consequences (good or bad) from the game, is going to weaken the game.
(Individual groups are, of course, encouraged to use whatever subset of potential consequences they are most comfortable with, and/or that works best for them.)
RC