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<blockquote data-quote="Celebrim" data-source="post: 4981805" data-attributes="member: 4937"><p>Well, possibly, that might be one of those non-trivial consequences I mentioned. Although, it's worth noting that one of the commentors in this thread was envious, because he's never been involved in a protracted chase scene like that. Which, you never would if people took this advise:</p><p></p><p></p><p></p><p>Or in other words, the failure of the characters shouldn't carry anything but trivial consequences. And if the characters embark on some course of action that doesn't have a big payoff, they should be warned up front, right? So yeah, I do think the consequences of failure should be failure, and I don't think you believe that there should be consequences like I think there should be consequences.</p><p></p><p></p><p></p><p>You know what? Sometimes it happens. I've lost an adventure before. Your characters stand around and they are alive, but, you've still lost. The bad guys won, or at least, you didn't defeat them. You screwed up. It sucks. It makes you think, "Gee. That sucked. We really wasted our time here.", in character and out of character. But life is like that. The heroes don't win everything. Sometimes things happen that are downers. You buck up and you deal with it. The adventure after that was one of the best I've ever played, but we never did fix the mess we made of the previous one.</p><p></p><p>Now, by no means am I asking you to agree with me that this is the 'right' way to play. However, I think we can safely agree at this point that you and I don't agree on this aspect of how to run a game.</p><p></p><p>And that thing we don't agree on about what sort of consequences are possible: it's called 'old school'.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4981805, member: 4937"] Well, possibly, that might be one of those non-trivial consequences I mentioned. Although, it's worth noting that one of the commentors in this thread was envious, because he's never been involved in a protracted chase scene like that. Which, you never would if people took this advise: Or in other words, the failure of the characters shouldn't carry anything but trivial consequences. And if the characters embark on some course of action that doesn't have a big payoff, they should be warned up front, right? So yeah, I do think the consequences of failure should be failure, and I don't think you believe that there should be consequences like I think there should be consequences. You know what? Sometimes it happens. I've lost an adventure before. Your characters stand around and they are alive, but, you've still lost. The bad guys won, or at least, you didn't defeat them. You screwed up. It sucks. It makes you think, "Gee. That sucked. We really wasted our time here.", in character and out of character. But life is like that. The heroes don't win everything. Sometimes things happen that are downers. You buck up and you deal with it. The adventure after that was one of the best I've ever played, but we never did fix the mess we made of the previous one. Now, by no means am I asking you to agree with me that this is the 'right' way to play. However, I think we can safely agree at this point that you and I don't agree on this aspect of how to run a game. And that thing we don't agree on about what sort of consequences are possible: it's called 'old school'. [/QUOTE]
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