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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Lanefan" data-source="post: 9703385" data-attributes="member: 29398"><p>Still means you're using what we agree to be bad D&D to disprove your claim, thus putting the disproof on a shaky footing.</p><p></p><p>And a threat isn't a threat unless a) you're prepared to follow through on it and b) the recipient(s) of said threat know you're prepared to follow through. Otherwise it's no more than a bluff, and sooner or later it's inevitable that bluff will be called.</p><p></p><p>Is it Traveller that lets you kill 'em off during character creation? I don't know of any other games that have this.</p><p></p><p>I think you've got the minority-majority very backwards here, but OK; let's carry on.</p><p></p><p>Which isn't entirely bad in one respect: it's what wise characters would probably do in the fiction as well if they've a reasonable sense of self-preservation.</p><p></p><p>Imbalance in risk tolerance at the table is a bad thing, on this we agree. That said...</p><p></p><p>In real life, I somewhat agree.</p><p></p><p>But as this is a fictional game we're talking about, in that context I don't agree. There's some players who really could use a big heapin' helpin' of Leroy Jenkins in their play, and I'll keep encouraging them in that direction at every opportunity.</p><p></p><p>If you want a high-risk high-reward game (which is how I'd like the game to be) it helps if you either have or can develop risk-tolerant or risk-seeking people to play it. A very simple means of doing this is to put it in big bold writing right up front in the PH: <strong>This game is hard on its characters. They will die. They will suffer losses</strong>. With that, the player base will self-select and away we go.</p><p></p><p>Low-risk low-reward (i.e the direction 5e has taken) might be fine for some, but it's also bland and boring. I mean, look at all the talk in this thread about how to generate interest and-or excitement for the players and their characters and the answer's been right there all along: raise the risk level.</p><p></p><p>With this, though, some DMs will have to rein in their impatience: players will naturally seek out the safer option and often this involves lots of planning and in-fiction preparation, which slows play down.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9703385, member: 29398"] Still means you're using what we agree to be bad D&D to disprove your claim, thus putting the disproof on a shaky footing. And a threat isn't a threat unless a) you're prepared to follow through on it and b) the recipient(s) of said threat know you're prepared to follow through. Otherwise it's no more than a bluff, and sooner or later it's inevitable that bluff will be called. Is it Traveller that lets you kill 'em off during character creation? I don't know of any other games that have this. I think you've got the minority-majority very backwards here, but OK; let's carry on. Which isn't entirely bad in one respect: it's what wise characters would probably do in the fiction as well if they've a reasonable sense of self-preservation. Imbalance in risk tolerance at the table is a bad thing, on this we agree. That said... In real life, I somewhat agree. But as this is a fictional game we're talking about, in that context I don't agree. There's some players who really could use a big heapin' helpin' of Leroy Jenkins in their play, and I'll keep encouraging them in that direction at every opportunity. If you want a high-risk high-reward game (which is how I'd like the game to be) it helps if you either have or can develop risk-tolerant or risk-seeking people to play it. A very simple means of doing this is to put it in big bold writing right up front in the PH: [B]This game is hard on its characters. They will die. They will suffer losses[/B]. With that, the player base will self-select and away we go. Low-risk low-reward (i.e the direction 5e has taken) might be fine for some, but it's also bland and boring. I mean, look at all the talk in this thread about how to generate interest and-or excitement for the players and their characters and the answer's been right there all along: raise the risk level. With this, though, some DMs will have to rein in their impatience: players will naturally seek out the safer option and often this involves lots of planning and in-fiction preparation, which slows play down. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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