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<blockquote data-quote="bloodtide" data-source="post: 9737130" data-attributes="member: 6684958"><p>Guess it depends on the person.</p><p></p><p>The idea that the DM is just a player and it is a group storytelling activity is very modern. </p><p></p><p>Of course they could.</p><p></p><p></p><p>Not for my games. This happens quite often in my games. And sure a couple of players are so full of anguish that they leave the game, unable to game any more, but most players can make new characters and keep going.</p><p></p><p>I have quite often done a "legacy type campaign" where each time the group obliterates themselves, the players come back to try again as the kids of the dead characters. Often with an over aching meatplot so the characters do remember their past lives.</p><p></p><p>The average gamer that joins my game is totally unprepared for thing in my game like: <strong>Unfairness, Unbalanced, Harsh, Cruel, Old School, Let the Dice Roll where they May, Combat is War, Life is War, The Hardknock Life, and Death and Doom. </strong>No matter what is said to them before the game. So, this makes character death quite common for them. An example is they don't take cover when under a ranged attack, or worse when a PC leaves cover for some dumb reason to make themselves a target. </p><p></p><p></p><p>I would disagree here. You don't have to overly super attach the players to specific characters. This is more of the <strong>Cinematic View. </strong>The players still "save the world", even if they have new and diffrent characters. </p><p></p><p></p><p>I do this sort of thing quite often. </p><p></p><p></p><p>Of course "playing a RPG in a meaningful sense" has different meanings to each person. To complete an adventure, or something like a campaign arc is a lot more then just solving puzzle.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9737130, member: 6684958"] Guess it depends on the person. The idea that the DM is just a player and it is a group storytelling activity is very modern. Of course they could. Not for my games. This happens quite often in my games. And sure a couple of players are so full of anguish that they leave the game, unable to game any more, but most players can make new characters and keep going. I have quite often done a "legacy type campaign" where each time the group obliterates themselves, the players come back to try again as the kids of the dead characters. Often with an over aching meatplot so the characters do remember their past lives. The average gamer that joins my game is totally unprepared for thing in my game like: [B]Unfairness, Unbalanced, Harsh, Cruel, Old School, Let the Dice Roll where they May, Combat is War, Life is War, The Hardknock Life, and Death and Doom. [/B]No matter what is said to them before the game. So, this makes character death quite common for them. An example is they don't take cover when under a ranged attack, or worse when a PC leaves cover for some dumb reason to make themselves a target. I would disagree here. You don't have to overly super attach the players to specific characters. This is more of the [B]Cinematic View. [/B]The players still "save the world", even if they have new and diffrent characters. I do this sort of thing quite often. Of course "playing a RPG in a meaningful sense" has different meanings to each person. To complete an adventure, or something like a campaign arc is a lot more then just solving puzzle. [/QUOTE]
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