Irda Ranger said:
Really there's no wrong way to do Raise Dead then.
Doesn't this statement contradict everything else you've said?
You just accept that works "thusly", and apply that rule to the game.
So if I accept that only people with "unfinished destinies", something that I, as DM, am free to interpret as I see fit, can be raised from the dead and then apply that rule to my game, where's the problem?
That's the simulationists' problem with this new Raise Dead rule. It basically says that "Raise Dead works for world-people relevant to the current story arc, but not for anyone else."
Where do you get the "relevant to the current story arc" bit? The way I read it, Raise Dead would work for anyone for whom the DM (aka "world-builder") thinks it should work, whether or not they are relevant to the current story arc. Sure, a DM could
choose to have Raise Dead only work for people relevant to the current story arc, but if he's got something going on in the background and it's feasible/believable/consistent with his game world to have some NPCs be brought back to life, there's nothing stopping him from doing it. I really don't see where it has to be relevant to what the PCs are doing. I just see that it's essentially up to the DM to decide who gets raised and who doesn't and it provides him with a convenient
in-game explanation as to why there aren't people being raised from the dead willy-nilly. It's also a convenient tool to explain why a particular PC does or does not come back from the dead (if the player wants to make a new character, then the DM can just say that the dead PC had clearly fulfilled his destiny or whatever).
That "doesn't work" because to a simulationist everyone has their own story arc.
Perhaps, but I would argue that 99% of those story arcs are not interesting enough to be worth actually simulating. Most of them would too closely resemble real life, and no one I know would be interested in having anything to do with them. They don't want to simulate their mostly boring real life experiences. They want to
escape them by playing heroes - extraordinary people who can do extraordinary things.
From within the game there shouldn't be any way to tell the difference between an NPC and a PC.
I disagree. There
should be a way to distinguish PCs from NPCs. PCs are the heroes. They're the protagonists (or, in some cases, the antagonists). This is not something that's new to 4e. 3e had it too, in so far as there were NPC classes which were less mechanically powerful than PC classes and so on.