Jack7
First Post
BECOMING a hero; the uncertainty is what makes it a game, and you a hero. Maybe you make it, maybe you don't - but if you were automatically gonna get there, you really needn't have bothered in the first place. Nothing ventured, nothing gained.
You gotta point. To be a hero you must become a hero and to become a hero you must act as a hero. It ain't a title you gain by reaching a certain level or because you have more hit points or magical doo-dads.
Of course I think most of us were referring to the underlying point of the game (and I haven't yet had time to read all responses since last up to bat, so I may be reiterating someone's else's point a'bit), versus the entitlement of the game, that is bestowing any particular right upon a character based upon their mere status as being a character. So they are not mutually exclusive arguments, the game itself being essentially about heroism (at least as originally construed) and the idea that heroism must be earned by action, struggle and sacrifice, as you said.
Some characters are good, some are lousy (yes, I know nowadays "all voices are good and equal and everyone must be heard" but heroism is not about equality, it is about the merit gained by extraordinary and very non-equal action), just as some players are good in how they play, some are lousy, and there is a direct relationship between the two, player and character, and what can be done between them.
Precious Snowflakes
That term made me laugh. The thought of the heroic as a precious snowflake to whom no real or lasting harm may fall. I found it humorous.
And whereas I can understand the points some have made about death being disruptive to the game mechanically, and some have made some good points, the idea of "death-lite," that too strikes me as humorous. Kinda like pregnant-lite, or living-lite.
I guess it's a personality matter but with me it's to the end, whatever that is, or don't really bother. So it's either, "into it plenty, or into the mound."