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Save or Die, would it bother you as a player if
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<blockquote data-quote="DEFCON 1" data-source="post: 5781153" data-attributes="member: 7006"><p>Having Save or Die/Suck rules in the game because they aren't <em>really</em> that since there's a proliferation of Raise Dead or Stone To Flesh spells to negate it, is a good example of what we call in improv 'stalling'. You make choices that deliberately or unintentionally delay the story of a scene to deal with <em>preparations</em> of advancing the story of a scene.</p><p></p><p>If the DM and players are creating/following a story and a bunch of Save or Dies are thrown up to knock off characters... the actual story gets delayed simply to force the PCs to go back to town, negotiate a fee for the spell or scroll, then go back to use it. It's a TTRPG equivalent of a MMO 'corpse run'. Completely unnecessary and delaying of a story simply to give the illusion of deadliness and consequence (plus remove some money from the party's coffers.)</p><p></p><p>PCs dying should be a story in of itself. It should be important. And that has a much more difficult time of happening when the number of Save or Die effects (plus their "fixing" counterparts) gets higher and higher, because they turn Death into just another condition that the party has to wait for so that it will "wear off".</p><p></p><p>If the PC dying isn't the important story... don't throw up repetitive roadblocks to the actual one. It'll just bore everyone involved.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5781153, member: 7006"] Having Save or Die/Suck rules in the game because they aren't [I]really[/I] that since there's a proliferation of Raise Dead or Stone To Flesh spells to negate it, is a good example of what we call in improv 'stalling'. You make choices that deliberately or unintentionally delay the story of a scene to deal with [I]preparations[/I] of advancing the story of a scene. If the DM and players are creating/following a story and a bunch of Save or Dies are thrown up to knock off characters... the actual story gets delayed simply to force the PCs to go back to town, negotiate a fee for the spell or scroll, then go back to use it. It's a TTRPG equivalent of a MMO 'corpse run'. Completely unnecessary and delaying of a story simply to give the illusion of deadliness and consequence (plus remove some money from the party's coffers.) PCs dying should be a story in of itself. It should be important. And that has a much more difficult time of happening when the number of Save or Die effects (plus their "fixing" counterparts) gets higher and higher, because they turn Death into just another condition that the party has to wait for so that it will "wear off". If the PC dying isn't the important story... don't throw up repetitive roadblocks to the actual one. It'll just bore everyone involved. [/QUOTE]
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