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[+] Questions for zero character death players and DMs…
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<blockquote data-quote="Charlaquin" data-source="post: 8707629" data-attributes="member: 6779196"><p>I don’t think it’s necessary to roleplay the other characters grieving the loss of the dead character. I mean, they certainly <em>can</em> and that can be fun, but I don’t find it to be necessary. As a player you feel the loss, and to me that’s sufficient. I think a bigger disconnect is that I don’t see character deaths as ever “just <em>happening</em>” which is why I keep putting quotation marks around “random” character death. With the possible exception of death by massive damage due to an untimely critical hit (which I do think can be pretty unsatisfying and is the reason I’m pretty hesitant about any house rules that make crits stronger), a character death is always the result of a series of decisions the players made. You don’t just die out of nowhere, you die because you overextend yourself, or because you ignored or didn’t pick up on the signs telegraphing a deadly threat, or decided to stand and fight a much more powerful opponent, etc. Deaths can certainly be unexpected, but they’re almost never truly <em>random</em> in my experience. And, yes, they can be unsatisfying, even painful. That’s just ludonarrative consonance in my opinion, which is something I strive for in play.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8707629, member: 6779196"] I don’t think it’s necessary to roleplay the other characters grieving the loss of the dead character. I mean, they certainly [I]can[/I] and that can be fun, but I don’t find it to be necessary. As a player you feel the loss, and to me that’s sufficient. I think a bigger disconnect is that I don’t see character deaths as ever “just [I]happening[/I]” which is why I keep putting quotation marks around “random” character death. With the possible exception of death by massive damage due to an untimely critical hit (which I do think can be pretty unsatisfying and is the reason I’m pretty hesitant about any house rules that make crits stronger), a character death is always the result of a series of decisions the players made. You don’t just die out of nowhere, you die because you overextend yourself, or because you ignored or didn’t pick up on the signs telegraphing a deadly threat, or decided to stand and fight a much more powerful opponent, etc. Deaths can certainly be unexpected, but they’re almost never truly [I]random[/I] in my experience. And, yes, they can be unsatisfying, even painful. That’s just ludonarrative consonance in my opinion, which is something I strive for in play. [/QUOTE]
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