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<blockquote data-quote="d4" data-source="post: 1100089" data-attributes="member: 12699"><p>it's nowhere near as lethal as GURPS or any of several other games on the market. d20 is one of the most <em>non</em>lethal systems i've played over the years.</p><p></p><p>i'm really trying to understand your point, arcady, but you keep talking about the players having "ownership" of the story... i just don't see how my style is any different in that respect. the PCs are the heroes, it's their story, they own it. i give them chances to shine and be heroic.</p><p></p><p></p><p>i'm in total agreement. did you honestly think i don't have the same thing happening in my campaign? it's not my story. it's the players' story. they are the heroes and they drive the action.</p><p></p><p></p><p>i don't quite understand how one follows from the other. so by fudging and having a less lethal campaign, that makes it the DM's story and not the players'? i don't get understand that line of thinking. i facilitate their heroics. i set up an environment in which their characters can achieve things they've only read about in books or seen on a movie screen. i'm allowing the players to assume the roles of larger-than-life figures. i don't see how that suddenly makes it my story over their's.</p><p></p><p>quite the opposite in fact. if the party gets wiped out by a random encounter with a group of orcs, then it's the orcs' story and not the players'. and who is playing the orcs?</p><p></p><p></p><p>firstly, i have. i would not wish to play in their games. they do not suit my style. secondly, i have seen just as intense role-play in my own campaigns. i've seen much more intense role-play in low-lethality campaigns than i have ever seen in high-lethality campaigns. this has been a constant across my 20 years of gaming.</p><p></p><p></p><p>as i've said before, i feel more for my characters in low-lethality games. as soon as the body count starts to rise, my emotional attachment to the character and the game drops to zero. i am a different kind of gamer than you.</p><p></p><p>i used to think like you do now, arcady. i used to think that without death being held over your head, you weren't having a "proper" role-playing game. i switched to my current style and i find i am enjoying gaming more than i ever have in my life.</p></blockquote><p></p>
[QUOTE="d4, post: 1100089, member: 12699"] it's nowhere near as lethal as GURPS or any of several other games on the market. d20 is one of the most [i]non[/i]lethal systems i've played over the years. i'm really trying to understand your point, arcady, but you keep talking about the players having "ownership" of the story... i just don't see how my style is any different in that respect. the PCs are the heroes, it's their story, they own it. i give them chances to shine and be heroic. i'm in total agreement. did you honestly think i don't have the same thing happening in my campaign? it's not my story. it's the players' story. they are the heroes and they drive the action. i don't quite understand how one follows from the other. so by fudging and having a less lethal campaign, that makes it the DM's story and not the players'? i don't get understand that line of thinking. i facilitate their heroics. i set up an environment in which their characters can achieve things they've only read about in books or seen on a movie screen. i'm allowing the players to assume the roles of larger-than-life figures. i don't see how that suddenly makes it my story over their's. quite the opposite in fact. if the party gets wiped out by a random encounter with a group of orcs, then it's the orcs' story and not the players'. and who is playing the orcs? firstly, i have. i would not wish to play in their games. they do not suit my style. secondly, i have seen just as intense role-play in my own campaigns. i've seen much more intense role-play in low-lethality campaigns than i have ever seen in high-lethality campaigns. this has been a constant across my 20 years of gaming. as i've said before, i feel more for my characters in low-lethality games. as soon as the body count starts to rise, my emotional attachment to the character and the game drops to zero. i am a different kind of gamer than you. i used to think like you do now, arcady. i used to think that without death being held over your head, you weren't having a "proper" role-playing game. i switched to my current style and i find i am enjoying gaming more than i ever have in my life. [/QUOTE]
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