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<blockquote data-quote="RFisher" data-source="post: 3862093" data-attributes="member: 3608"><p>Well, it works for my group without planning the whole game around it. I think it has something to do with the Raven's point that the things that keep "save or die" from being a problem for those of us who have no problem with it aren't specific to "save or die".</p><p></p><p></p><p></p><ul> <li data-xf-list-type="ul">Designer: I'll put in rule X to reinforce play-style Y.</li> <li data-xf-list-type="ul">Player: Rule X leads to play-style Y, so rule X is a bad rule.</li> </ul><p></p><p>This doesn't make rule X a bad rule. It merely makes it one that—perhaps—this player shouldn't use.</p><p></p><p>For myself, I've found that if something in the game seems to be a problem for me, I want to figure out why it wasn't a problem for the designers. I may still end up house ruling it away, but I think this approach has had an very positive impact on my gaming.</p></blockquote><p></p>
[QUOTE="RFisher, post: 3862093, member: 3608"] Well, it works for my group without planning the whole game around it. I think it has something to do with the Raven's point that the things that keep "save or die" from being a problem for those of us who have no problem with it aren't specific to "save or die". [list] [*]Designer: I'll put in rule X to reinforce play-style Y. [*]Player: Rule X leads to play-style Y, so rule X is a bad rule. [/list] This doesn't make rule X a bad rule. It merely makes it one that—perhaps—this player shouldn't use. For myself, I've found that if something in the game seems to be a problem for me, I want to figure out why it wasn't a problem for the designers. I may still end up house ruling it away, but I think this approach has had an very positive impact on my gaming. [/QUOTE]
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