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On the Importance of Mortality
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<blockquote data-quote="Reynard" data-source="post: 4019384" data-attributes="member: 467"><p>In my experience, players who are heavily invested in their characters, have "character stories" and otherwise engage the game world are exactly the kinds of players for whom the possibility of death matters. It is a motivating factor -- not dying, I mean -- because the players *do not want* their character to die. Therefore, they take steps to avoid it -- stacking the deck in their favor, assessing situations and challenges before they commit to them and overall playing a character like a person who doesn't want to just throw his/her life away. This creates a better gaming experience for everyone at the table, IMO. And if that player's character dies and they are upset, that is a good thing -- it means they were emotionally invested in the game enough to give a damn.</p><p></p><p>Again, this isn't about putting notches in your DM screen or anything like that. it is about making a better gaming experience. I appreciate that some people don't want to have to go through all the effort of either rolling up a new character or getting a character raise, but, in my games at least, "tough noogies". I think the argument that creating a new character is a pain has merit, expecially in 3E when there is so much to consider; the argument that the player has to sit out for the rest of the night or the next sessionbecause the DM can't be bothered to come up with a plausible reason why the new PC can't get into the action quickly does not have merit. Even worse is the idea that play has to suddenly stop and everyone has to go home because one character bit it.</p></blockquote><p></p>
[QUOTE="Reynard, post: 4019384, member: 467"] In my experience, players who are heavily invested in their characters, have "character stories" and otherwise engage the game world are exactly the kinds of players for whom the possibility of death matters. It is a motivating factor -- not dying, I mean -- because the players *do not want* their character to die. Therefore, they take steps to avoid it -- stacking the deck in their favor, assessing situations and challenges before they commit to them and overall playing a character like a person who doesn't want to just throw his/her life away. This creates a better gaming experience for everyone at the table, IMO. And if that player's character dies and they are upset, that is a good thing -- it means they were emotionally invested in the game enough to give a damn. Again, this isn't about putting notches in your DM screen or anything like that. it is about making a better gaming experience. I appreciate that some people don't want to have to go through all the effort of either rolling up a new character or getting a character raise, but, in my games at least, "tough noogies". I think the argument that creating a new character is a pain has merit, expecially in 3E when there is so much to consider; the argument that the player has to sit out for the rest of the night or the next sessionbecause the DM can't be bothered to come up with a plausible reason why the new PC can't get into the action quickly does not have merit. Even worse is the idea that play has to suddenly stop and everyone has to go home because one character bit it. [/QUOTE]
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