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Save or Die: Yea or Nay?
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<blockquote data-quote="MrMyth" data-source="post: 5274814" data-attributes="member: 61155"><p>You keep using that word. I do not think it means what you think it means. </p><p> </p><p>I also think it is ridiculous overexaggeration to say that a Medusa's gaze that turns you to stone over 18 seconds instead of in 6 seconds means "the story has been completely set aside" for a "tactical boardgame". </p><p> </p><p>Feel free to prefer the No Save or Save or Die, but you can probably offer your point without quite as much emphasis on how everyone else is 'doing it wrong.' </p><p> </p><p>That said, I do understand your point. Less dangerous effects can feel like a less important, less mythic battle. </p><p> </p><p>The problem is... in these big myths, how many fights are the heroes in? Over the course of everything they do... we'll hear about maybe a dozen battles, if that? A handful of famous monsters they fight or obstacles they overcome? </p><p> </p><p>Perseus went and forced some crones to tell him where to find some famous weapons were. He collected some cool items and had the gods themselves give him awesome magic stuff. He found the Gorgons sleeping, snuck up and struck off Medusa's head, and then invisibly fled from the other ones. Doesn't sound like all that epic a career to me. A fantastic story and myth, but not the stuff that makes for a good game. </p><p> </p><p>D&D just doesn't <em>work </em>on that scale. The game is just built around a larger framework than one or two mythic quests with one or two encounters. And while you can include those elements or pattern things after them, if every other fight runs the risk of the hero just dying, then the hero will accomplish one or two awesome things and then die and have someone else mysteriously step into his place in the grand picture of things. </p><p> </p><p>Or get brought back from the dead, which can make for an awesome journey the first time, and get pretty mundane every other time after that. </p><p> </p><p>Look, there is absolutely room for Save or Die in certain games and certain styles of play, and I'm not begrudging anyone the right to prefer it. But I don't think the comparisons to mythic stories really works - they operate on a completely different scale than the assumptions of a D&D game, and while you can pattern the occasionally really cool one-shot after that scenario, you can't make the assumption that it should be part of the default game.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5274814, member: 61155"] You keep using that word. I do not think it means what you think it means. I also think it is ridiculous overexaggeration to say that a Medusa's gaze that turns you to stone over 18 seconds instead of in 6 seconds means "the story has been completely set aside" for a "tactical boardgame". Feel free to prefer the No Save or Save or Die, but you can probably offer your point without quite as much emphasis on how everyone else is 'doing it wrong.' That said, I do understand your point. Less dangerous effects can feel like a less important, less mythic battle. The problem is... in these big myths, how many fights are the heroes in? Over the course of everything they do... we'll hear about maybe a dozen battles, if that? A handful of famous monsters they fight or obstacles they overcome? Perseus went and forced some crones to tell him where to find some famous weapons were. He collected some cool items and had the gods themselves give him awesome magic stuff. He found the Gorgons sleeping, snuck up and struck off Medusa's head, and then invisibly fled from the other ones. Doesn't sound like all that epic a career to me. A fantastic story and myth, but not the stuff that makes for a good game. D&D just doesn't [I]work [/I]on that scale. The game is just built around a larger framework than one or two mythic quests with one or two encounters. And while you can include those elements or pattern things after them, if every other fight runs the risk of the hero just dying, then the hero will accomplish one or two awesome things and then die and have someone else mysteriously step into his place in the grand picture of things. Or get brought back from the dead, which can make for an awesome journey the first time, and get pretty mundane every other time after that. Look, there is absolutely room for Save or Die in certain games and certain styles of play, and I'm not begrudging anyone the right to prefer it. But I don't think the comparisons to mythic stories really works - they operate on a completely different scale than the assumptions of a D&D game, and while you can pattern the occasionally really cool one-shot after that scenario, you can't make the assumption that it should be part of the default game. [/QUOTE]
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