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<blockquote data-quote="iserith" data-source="post: 7048294" data-attributes="member: 97077"><p>Sure, but many video games benefit from a short iteration time, that is, how long it takes a player to get back into the game after character death. Even if you have backup characters at the ready, there's often a delay to introduce that character, which means that there's some amount of time that a player is just sitting there not playing. (Many groups don't even emphasize having backup characters like I do which exacerbates the issue.) Me sitting there not playing because my character was killed in a fair challenge is a lot different than if he or she was killed unfairly. The OP's solution is basically to decrease iteration time, which is a good solution, if a bit quirky for the genre.</p><p></p><p>Here's an interesting video on "<a href="https://www.youtube.com/watch?v=ea6UuRTjkKs" target="_blank">When Difficult is Fun</a>." It even references Ghosts 'n Goblins, since it's about video games, but it's broadly applicable to tabletop RPGs in my view. It also talks about telegraphing which is one of the areas that I feel ToH falls down on the job (probably due to its time). Telegraphing goes a long way toward making a challenge, even a deadly or severely difficult one, fair.</p></blockquote><p></p>
[QUOTE="iserith, post: 7048294, member: 97077"] Sure, but many video games benefit from a short iteration time, that is, how long it takes a player to get back into the game after character death. Even if you have backup characters at the ready, there's often a delay to introduce that character, which means that there's some amount of time that a player is just sitting there not playing. (Many groups don't even emphasize having backup characters like I do which exacerbates the issue.) Me sitting there not playing because my character was killed in a fair challenge is a lot different than if he or she was killed unfairly. The OP's solution is basically to decrease iteration time, which is a good solution, if a bit quirky for the genre. Here's an interesting video on "[URL="https://www.youtube.com/watch?v=ea6UuRTjkKs"]When Difficult is Fun[/URL]." It even references Ghosts 'n Goblins, since it's about video games, but it's broadly applicable to tabletop RPGs in my view. It also talks about telegraphing which is one of the areas that I feel ToH falls down on the job (probably due to its time). Telegraphing goes a long way toward making a challenge, even a deadly or severely difficult one, fair. [/QUOTE]
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