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<blockquote data-quote="steenan" data-source="post: 5570472" data-attributes="member: 23240"><p>I cannot agree with this. I think this misunderstanding is the main reason why many people avoid low-lethality systems. </p><p>"Not dying" is not equal to "winning". I would never, neither as a player nor as a GM, want to play a game with an assumption that PCs generally win. But being defeated is something different from being killed. When more interesting situations and goals are introduced, it becomes perfectly possible (and very fun in play) to lose a fight and live, or to win, dying.</p><p></p><p></p><p></p><p>If the death is random and senseless - I agree. But that does not happen in a low-lethality game.</p><p>If the character dies because the player decided to put everything at stake during a climactic conflict - than they are exactly the emotions we want to have at the table.</p><p></p><p></p><p>It depends on both. You won't have a consistent game if the system you use does not fit the setting. You will have to either override the mechanics on the fly, or to let the system violate setting consistency. Of course, in many situations it is possible to find some solution to this. But why play a game which forces you to conjure such convoluted explanations instead of just simply working well?</p><p></p><p></p><p>It does not address my point.</p><p>What players do not know - and what neither superhero comic books nor LotR help them with - is how people think and act in a world where real death is not present. The problem is not accepting that someone may return; it's incorporating this into how you see the world. </p><p>You don't need to have resurrection available for everybody. It's enough to have it happen from time to time to put any typical setting on its head. Nearly all "common sense" assumptions about religion, law and lifestyle need to be challenged in face of resurrection. And if you just handwave it, the effect is much more jarring than the famous example of useless castles in a world of dragons and flying mages.</p></blockquote><p></p>
[QUOTE="steenan, post: 5570472, member: 23240"] I cannot agree with this. I think this misunderstanding is the main reason why many people avoid low-lethality systems. "Not dying" is not equal to "winning". I would never, neither as a player nor as a GM, want to play a game with an assumption that PCs generally win. But being defeated is something different from being killed. When more interesting situations and goals are introduced, it becomes perfectly possible (and very fun in play) to lose a fight and live, or to win, dying. If the death is random and senseless - I agree. But that does not happen in a low-lethality game. If the character dies because the player decided to put everything at stake during a climactic conflict - than they are exactly the emotions we want to have at the table. It depends on both. You won't have a consistent game if the system you use does not fit the setting. You will have to either override the mechanics on the fly, or to let the system violate setting consistency. Of course, in many situations it is possible to find some solution to this. But why play a game which forces you to conjure such convoluted explanations instead of just simply working well? It does not address my point. What players do not know - and what neither superhero comic books nor LotR help them with - is how people think and act in a world where real death is not present. The problem is not accepting that someone may return; it's incorporating this into how you see the world. You don't need to have resurrection available for everybody. It's enough to have it happen from time to time to put any typical setting on its head. Nearly all "common sense" assumptions about religion, law and lifestyle need to be challenged in face of resurrection. And if you just handwave it, the effect is much more jarring than the famous example of useless castles in a world of dragons and flying mages. [/QUOTE]
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