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Save or Die: Yea or Nay?
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<blockquote data-quote="MrMyth" data-source="post: 5279590" data-attributes="member: 61155"><p>Reynard, I don't think Hussar or I are suggesting that. The topic came out from the other end of the discussion, in fact - when situations were pointed out where characters died to SoD effects, there were a number of responses that it was the DMs fault for not warning the players, or the players fault for not being prepared. </p><p> </p><p>Admittedly, I think that's part of the reason the discussion is going in circles. Points and counterpoints are being raised by people on the same side of the discussion (pro-SoD or anti-SoD) that are in direct conflict with each other. </p><p> </p><p>As I see it, there are several quite different reasons why people can like SoD, and styles of campaigns that it suits: </p><p> </p><p>1) 'Old school' campaigns where, yeah, death can lurk around any corner, and if you walk in a room and die, you just break out a character sheet and some dice and keep at it. </p><p> </p><p>2) Campaigns that are <em>about </em>the challenge. Save or Die is just one of the many dangers PCs face, and this style of game is about going up against such deadly effects and coming out on top. </p><p> </p><p>3) Campaigns were Save or Die is simply appropriate to someone's personal mythos. You see a medusa and you turn to stone because <em>that is how is should be</em>, and anything else, to them, just doesn't feel right. </p><p> </p><p>4) Campaigns that really want to have the PCs experience a certain level of the myth themselves. Facing Medusa is as much about knowing what you face, and taking the appropriate precautions, as actually winning the battle. Just being able to walk in there, stare her in the eye, and survive through sheer force of will... isn't the story they are looking to tell. </p><p> </p><p>Hence why the discussion has been going in circles - for some of these campaigns, knowing the dangers of the SoD is itself fundamental to it, while for others, the very possibility of being surprised and struck dead is part of the fun. </p><p> </p><p>And, again, this is one of the reasons I'm a fan of having these as an optional section of the rules with guidance on the different ways to use them. Sometimes I could be in the mood for certain styles of play. </p><p> </p><p>And, as well, I don't think there is anything wrong with enjoying any of these style of campaigns, or enjoying other ones that SoD isn't as appropriate for. Or enjoying campaigns along these lines and not wanting SoD for other reasons entirely!</p><p> </p><p>I think the most important conclusion from this discussion really is about communication. The DM and players should be on the same page as far as what they like in a game. I don't think it quite needs to get to the level RC suggests of narrative control vs tension (I don't think such a sliding scale is necessarily accurate)... but I do think this is one of several areas where it is good to reach a common understanding before the game actually begins.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5279590, member: 61155"] Reynard, I don't think Hussar or I are suggesting that. The topic came out from the other end of the discussion, in fact - when situations were pointed out where characters died to SoD effects, there were a number of responses that it was the DMs fault for not warning the players, or the players fault for not being prepared. Admittedly, I think that's part of the reason the discussion is going in circles. Points and counterpoints are being raised by people on the same side of the discussion (pro-SoD or anti-SoD) that are in direct conflict with each other. As I see it, there are several quite different reasons why people can like SoD, and styles of campaigns that it suits: 1) 'Old school' campaigns where, yeah, death can lurk around any corner, and if you walk in a room and die, you just break out a character sheet and some dice and keep at it. 2) Campaigns that are [I]about [/I]the challenge. Save or Die is just one of the many dangers PCs face, and this style of game is about going up against such deadly effects and coming out on top. 3) Campaigns were Save or Die is simply appropriate to someone's personal mythos. You see a medusa and you turn to stone because [I]that is how is should be[/I], and anything else, to them, just doesn't feel right. 4) Campaigns that really want to have the PCs experience a certain level of the myth themselves. Facing Medusa is as much about knowing what you face, and taking the appropriate precautions, as actually winning the battle. Just being able to walk in there, stare her in the eye, and survive through sheer force of will... isn't the story they are looking to tell. Hence why the discussion has been going in circles - for some of these campaigns, knowing the dangers of the SoD is itself fundamental to it, while for others, the very possibility of being surprised and struck dead is part of the fun. And, again, this is one of the reasons I'm a fan of having these as an optional section of the rules with guidance on the different ways to use them. Sometimes I could be in the mood for certain styles of play. And, as well, I don't think there is anything wrong with enjoying any of these style of campaigns, or enjoying other ones that SoD isn't as appropriate for. Or enjoying campaigns along these lines and not wanting SoD for other reasons entirely! I think the most important conclusion from this discussion really is about communication. The DM and players should be on the same page as far as what they like in a game. I don't think it quite needs to get to the level RC suggests of narrative control vs tension (I don't think such a sliding scale is necessarily accurate)... but I do think this is one of several areas where it is good to reach a common understanding before the game actually begins. [/QUOTE]
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