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Should D&D Have an Alternate Death Mechanic?
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<blockquote data-quote="maddman75" data-source="post: 3636628" data-attributes="member: 2673"><p>No, my players are not going to go all 'NO NOT BLACKLEAF!' if they lose a PC.</p><p></p><p>Is my game a game first or a storytelling device first? Neither. It is a form of entertainment for myself and my guests. One of my main principles (which may or may not be true, but it seems true to me) is that the primary determinant of how memorable and enjoyable a night is depends not on if the characters succeed or fail, the story the GM is trying to put together, the rules used, the imagined setting, or any other external factor. It is the pace and the flow of the game. If the pace flows well, following a natural story progression of intro->rising conflict->climax->coda, then it is remembered by all as a great game. Now I don't care about what particular story is told, so long as the pace follows this plan I get an awesome game.</p><p></p><p>Therefore, anything which interferes with this pace is bad and should be eliminated. I tend to lean toward simpler rulesets, though I'll admit that more complicated rulesets such as D&D and Exalted lend their own pace to the game. But PC death disrupts the heck out of the pace. As I mentioned, one player is out of the game either making a new character, waiting for him to be introduced, or waiting to be brought back from the dead. This is unacceptable, not to mention all the work put into that PC is now lost.</p><p></p><p>I'm not abandoning strategy and tactics, because the resolutions and even the conflicts themselves are not set up ahead of time. I'm not interested in controlling what happens - that's up to the players actions and the rules being used. I'm interested in guiding how that happens to make it the most fun. Death can come, but I'd rather have a system where that requires player consent.</p></blockquote><p></p>
[QUOTE="maddman75, post: 3636628, member: 2673"] No, my players are not going to go all 'NO NOT BLACKLEAF!' if they lose a PC. Is my game a game first or a storytelling device first? Neither. It is a form of entertainment for myself and my guests. One of my main principles (which may or may not be true, but it seems true to me) is that the primary determinant of how memorable and enjoyable a night is depends not on if the characters succeed or fail, the story the GM is trying to put together, the rules used, the imagined setting, or any other external factor. It is the pace and the flow of the game. If the pace flows well, following a natural story progression of intro->rising conflict->climax->coda, then it is remembered by all as a great game. Now I don't care about what particular story is told, so long as the pace follows this plan I get an awesome game. Therefore, anything which interferes with this pace is bad and should be eliminated. I tend to lean toward simpler rulesets, though I'll admit that more complicated rulesets such as D&D and Exalted lend their own pace to the game. But PC death disrupts the heck out of the pace. As I mentioned, one player is out of the game either making a new character, waiting for him to be introduced, or waiting to be brought back from the dead. This is unacceptable, not to mention all the work put into that PC is now lost. I'm not abandoning strategy and tactics, because the resolutions and even the conflicts themselves are not set up ahead of time. I'm not interested in controlling what happens - that's up to the players actions and the rules being used. I'm interested in guiding how that happens to make it the most fun. Death can come, but I'd rather have a system where that requires player consent. [/QUOTE]
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Should D&D Have an Alternate Death Mechanic?
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