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<blockquote data-quote="Hussar" data-source="post: 5276667" data-attributes="member: 22779"><p>RavenCrowking - perhaps the larger issue here is that you are pulling your experiences into this discussion through the lens of your own biases, making the arguments you put forth seem much more broad reaching than what's going on in this particular discussion.</p><p></p><p>In other words, you're dragging in conversations which are not necessarily linked to this one other than in your own mind.</p><p></p><p>While, in some of my D&D games, I don't like frequent character death, in others, I'm perfectly fine with it. I found that frequent character death tends to lead to very poor role playing as players put less and less effort into subsequent characters, but, that doesn't mean that I'm taking death completely off the table.</p><p></p><p>To me, the issue with SoD is intricately tied into the issue of character replacement. How difficult is it to restore a player to play? If, as Lanefan gave the example, a player is going to sit out for weeks at a time, death should not occur very often, if at all. OTOH, if chargen and replacement takes all of ten minutes, as is true in something like 3:16 or Paranoia, then, hey, no problems.</p><p></p><p>My problem with SoD has nothing to do with "gamism" or "simulationism". I couldn't care less about how it interacts within the game world. My issue is with the table. How does SoD affect my game (as opposed to my game world)? I strongly dislike SoD as it was presented in AD&D. Far too common and far too arbitrary. I gave multiple examples from multiple adventures upthread of where SoD monsters are plopped in without any warning.</p><p></p><p>Now, a question RavenCrowking. If SoD is perfectly fine, why the kids gloves when using it in game? Do you always make sure that your players know what's coming up next for every encounter? Do you never attack your PC's? I'm going to assume that you do. So, if SoD is perfectly acceptable as a part of the game, why treat it so differently from a standard encounter?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5276667, member: 22779"] RavenCrowking - perhaps the larger issue here is that you are pulling your experiences into this discussion through the lens of your own biases, making the arguments you put forth seem much more broad reaching than what's going on in this particular discussion. In other words, you're dragging in conversations which are not necessarily linked to this one other than in your own mind. While, in some of my D&D games, I don't like frequent character death, in others, I'm perfectly fine with it. I found that frequent character death tends to lead to very poor role playing as players put less and less effort into subsequent characters, but, that doesn't mean that I'm taking death completely off the table. To me, the issue with SoD is intricately tied into the issue of character replacement. How difficult is it to restore a player to play? If, as Lanefan gave the example, a player is going to sit out for weeks at a time, death should not occur very often, if at all. OTOH, if chargen and replacement takes all of ten minutes, as is true in something like 3:16 or Paranoia, then, hey, no problems. My problem with SoD has nothing to do with "gamism" or "simulationism". I couldn't care less about how it interacts within the game world. My issue is with the table. How does SoD affect my game (as opposed to my game world)? I strongly dislike SoD as it was presented in AD&D. Far too common and far too arbitrary. I gave multiple examples from multiple adventures upthread of where SoD monsters are plopped in without any warning. Now, a question RavenCrowking. If SoD is perfectly fine, why the kids gloves when using it in game? Do you always make sure that your players know what's coming up next for every encounter? Do you never attack your PC's? I'm going to assume that you do. So, if SoD is perfectly acceptable as a part of the game, why treat it so differently from a standard encounter? [/QUOTE]
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