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Should D&D Have an Alternate Death Mechanic?
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<blockquote data-quote="maddman75" data-source="post: 3636918" data-attributes="member: 2673"><p>Basically the story structure is a means to an end, not the end itself. Nor am I interested in railroady games where the GM tells the story and the PCs play along. I'm an interested in the dynamic creation of the story, which I hold is what all RPGs do, and by focusing on the intro/rise/climax/coda structure you can get really awesome games.</p><p></p><p>I'm really not waving the flag or anything, I'm sure there's plenty of other ways to make awesome games. Some people have said they can't imagine having fun in a game where the GM tends not to kill PCs. I'm explaining how that is so. Heck, most of the fights in my Buffy game were more exciting than D&D, even though in that game <em>it is not within the power of the GM to kill a character!</em>. I mean you can kill them, but they can spend points to come back. If they don't have enough, they can owe. And the fights were exciting. What makes a fight exciting isn't that the players don't want their characters to die. Its that they don't want them to lose. The Buffy game it was easier for them to lose, so the fights are more exciting. The fact that they couldn't be forcibly removed from a character didn't seem to matter at all.</p><p></p><p></p><p></p><p>By the 'work' I mean the relationships that the character has built up through gameplay. Those relationships are valuable, and are what drive conflict and make the game interesting. With a new character you have to start over.</p><p></p><p>And I find the comments about how I shouldn't play a roleplaying game and should just do group storytelling whatever rather insulting. Yet they crop up no matter how carefully I try to explain it. What in the things I've posted make you think the game portion is unimportant to me? I've stated clearly that I don't have a particular outcome in mind. Part of the challenge, for me, is to add together the scenario I've set up, the actions of the PCs, and the way the ruleset handles it and try and guide all that into the story structure to make a memorable game. I don't want to abandon the ruleset portion of that, I just don't consider it more important than the other ingredients. And the overall mission to make every game session the Completely Freakin Awesome means that if anything makes the game less fun, its out.</p></blockquote><p></p>
[QUOTE="maddman75, post: 3636918, member: 2673"] Basically the story structure is a means to an end, not the end itself. Nor am I interested in railroady games where the GM tells the story and the PCs play along. I'm an interested in the dynamic creation of the story, which I hold is what all RPGs do, and by focusing on the intro/rise/climax/coda structure you can get really awesome games. I'm really not waving the flag or anything, I'm sure there's plenty of other ways to make awesome games. Some people have said they can't imagine having fun in a game where the GM tends not to kill PCs. I'm explaining how that is so. Heck, most of the fights in my Buffy game were more exciting than D&D, even though in that game [i]it is not within the power of the GM to kill a character![/i]. I mean you can kill them, but they can spend points to come back. If they don't have enough, they can owe. And the fights were exciting. What makes a fight exciting isn't that the players don't want their characters to die. Its that they don't want them to lose. The Buffy game it was easier for them to lose, so the fights are more exciting. The fact that they couldn't be forcibly removed from a character didn't seem to matter at all. By the 'work' I mean the relationships that the character has built up through gameplay. Those relationships are valuable, and are what drive conflict and make the game interesting. With a new character you have to start over. And I find the comments about how I shouldn't play a roleplaying game and should just do group storytelling whatever rather insulting. Yet they crop up no matter how carefully I try to explain it. What in the things I've posted make you think the game portion is unimportant to me? I've stated clearly that I don't have a particular outcome in mind. Part of the challenge, for me, is to add together the scenario I've set up, the actions of the PCs, and the way the ruleset handles it and try and guide all that into the story structure to make a memorable game. I don't want to abandon the ruleset portion of that, I just don't consider it more important than the other ingredients. And the overall mission to make every game session the Completely Freakin Awesome means that if anything makes the game less fun, its out. [/QUOTE]
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