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Save or Die: Yea or Nay?
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<blockquote data-quote="Raven Crowking" data-source="post: 5276726" data-attributes="member: 18280"><p>Is there, tell me, a point to my going through the Great Archive of Locked Threads to pull quotes? Or would you like to go through threads like this one ( <a href="http://www.enworld.org/forum/general-rpg-discussion/274845-do-you-save-pcs.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/274845-do-you-save-pcs.html</a>) yourself? Suffice to say, you will see roughly the same divide, but calling individuals out is a can or worms perhaps best left sealed. Or should I go looking for other threads with roughly the same content, and the same players? Because, as I am sure you know, they exist to be found.</p><p></p><p>And, there is a big difference in qualifiers, I note. I said that I have previous experience that many of the anti-SoD folks prefer to avoid D as well; I did not add the qualifiers "indicated to <strong><em>you</em></strong>" (does it matter to whom a post is addressed?) or "avoiding death in their games <em><strong>entirely</strong></em>" (<em><strong>entirely</strong></em>, IMHO, being a false qualifier -- for example, what of the individual who disallows death unless the player okays that his character dies? The problem is still with D, and SoD is still merely a symptom).</p><p> </p><p></p><p></p><p>No. If I run a dungeon crawl, then it is easy to set up a survival-win, die-lose scenario. Lots of convention modules have used the same metric. And the relationship between "heroic, dramatic" <em><strong>anything</strong></em> and role-playing is, IMHO, fairly straightforward and obvious. How can any death be heroic except as relates to the role? I mean, does your pawn make a heroic, dramatic sacrifice in chess?</p><p> </p><p></p><p></p><p>I don't deny the bias -- preference is, by definition, bias. But there is a difference between stating personal bias, and claiming that personal bias in universal. I see plenty of the former, none of the latter.</p><p></p><p>But, perhaps, ByronD will be kind enough to correct me if I am wrong?</p><p></p><p></p><p></p><p>It is possible that there is no logical link between disliking D and disliking SoD, but it is also fairly obvious that, if you dislike D, you are going to dislike XoD, regardless of what X is.</p><p></p><p>Making an observation that there is, AFAICT, a direct and obvious link between the two is hardly bias.</p><p></p><p></p><p></p><p>Depends upon how you define SoD, but, in general, anything that has a large impact on the environment is going to leave a correspondingly large footprint. I never make sure that my players know what's coming up for any encounter; I do, however, supply the means to do so, corresponding to the environmental footprint of the encounter. </p><p></p><p>This is, IMHO, no different than noting that a mountain lion loose in your neighbourhood is more noteworthy -- and more likely to be noted -- than a squirrel. One consistently makes the local news; the other does not.</p><p></p><p>Now, if a low-level PC happens to decide that shaking down the city's criminals for info is a good idea, takes no pains to conceal his identity, and causes problems up the food chain, the local mob boss will take steps to eliminate the problem. This is pretty analogous to a SoD in my game, because assassins can potentially do massive damage....easily enough to kill a PC with a single dagger thrust.</p><p></p><p>My twin mantras are "Context" and "Consequence". "Context" means supplying information -- <em><strong>or making a supply of information possible</strong></em>. If the players choose not to seek information, that is when "Consequence" comes into play.</p><p></p><p>BTW, not making snaky hair somehow silent and invisible isn't treating SoD encounters differently than other encounters; it is putting them back on the same footing. I don't make rust monsters silent, either, or orcs indistinguishable from humans at ranges greater than 30 feet.</p><p></p><p>EDIT: Likewise, for example, if you know you've p.o.ed a demon lord capable of sending bodak assassins after you, enough to make said demon lord really, really want you out of the picture, you might want to take precautions against bodak assassins.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5276726, member: 18280"] Is there, tell me, a point to my going through the Great Archive of Locked Threads to pull quotes? Or would you like to go through threads like this one ( [url]http://www.enworld.org/forum/general-rpg-discussion/274845-do-you-save-pcs.html[/url]) yourself? Suffice to say, you will see roughly the same divide, but calling individuals out is a can or worms perhaps best left sealed. Or should I go looking for other threads with roughly the same content, and the same players? Because, as I am sure you know, they exist to be found. And, there is a big difference in qualifiers, I note. I said that I have previous experience that many of the anti-SoD folks prefer to avoid D as well; I did not add the qualifiers "indicated to [B][I]you[/I][/B]" (does it matter to whom a post is addressed?) or "avoiding death in their games [I][B]entirely[/B][/I]" ([I][B]entirely[/B][/I], IMHO, being a false qualifier -- for example, what of the individual who disallows death unless the player okays that his character dies? The problem is still with D, and SoD is still merely a symptom). No. If I run a dungeon crawl, then it is easy to set up a survival-win, die-lose scenario. Lots of convention modules have used the same metric. And the relationship between "heroic, dramatic" [I][B]anything[/B][/I] and role-playing is, IMHO, fairly straightforward and obvious. How can any death be heroic except as relates to the role? I mean, does your pawn make a heroic, dramatic sacrifice in chess? I don't deny the bias -- preference is, by definition, bias. But there is a difference between stating personal bias, and claiming that personal bias in universal. I see plenty of the former, none of the latter. But, perhaps, ByronD will be kind enough to correct me if I am wrong? It is possible that there is no logical link between disliking D and disliking SoD, but it is also fairly obvious that, if you dislike D, you are going to dislike XoD, regardless of what X is. Making an observation that there is, AFAICT, a direct and obvious link between the two is hardly bias. Depends upon how you define SoD, but, in general, anything that has a large impact on the environment is going to leave a correspondingly large footprint. I never make sure that my players know what's coming up for any encounter; I do, however, supply the means to do so, corresponding to the environmental footprint of the encounter. This is, IMHO, no different than noting that a mountain lion loose in your neighbourhood is more noteworthy -- and more likely to be noted -- than a squirrel. One consistently makes the local news; the other does not. Now, if a low-level PC happens to decide that shaking down the city's criminals for info is a good idea, takes no pains to conceal his identity, and causes problems up the food chain, the local mob boss will take steps to eliminate the problem. This is pretty analogous to a SoD in my game, because assassins can potentially do massive damage....easily enough to kill a PC with a single dagger thrust. My twin mantras are "Context" and "Consequence". "Context" means supplying information -- [i][b]or making a supply of information possible[/b][/i][b][/b]. If the players choose not to seek information, that is when "Consequence" comes into play. BTW, not making snaky hair somehow silent and invisible isn't treating SoD encounters differently than other encounters; it is putting them back on the same footing. I don't make rust monsters silent, either, or orcs indistinguishable from humans at ranges greater than 30 feet. EDIT: Likewise, for example, if you know you've p.o.ed a demon lord capable of sending bodak assassins after you, enough to make said demon lord really, really want you out of the picture, you might want to take precautions against bodak assassins. RC [/QUOTE]
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