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To Kill or Not to Kill
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<blockquote data-quote="Malk" data-source="post: 1429187" data-attributes="member: 15730"><p>So in another thread I read a line that I see repeated often, "without the fear of death there is no intrest in the game.</p><p></p><p>See now personaly I disagree with this, quite emphaticaly in fact. I have tried several times over the course of my roleplaying career to run a game where death was always a possiblity, and I have always found that killing a pc makes me feel bad. Killing a pc usualy harms the story. Killing a pc usualy makes the player feel bad. So in our games, my group generaly have pc's that last from the begining to the end of the campaign. The story flourishes, the players connect with their pc's, the pc's connect to each other and everyone is happy.</p><p></p><p>People say that there is no challenge any more and that the charectars begin to act invincible. Maybe my group is just really good at keeping metagame out of the in charectar game but i have never seen this problem develop. They roleplay their char's as if they were really in that situation...and most of the time are deathly affraid of various bad guys and whatnot.</p><p></p><p>One thing that I have always disliked is when people basicaly assume that their own game is better than everyone elses because they play a certain way, and trust me thats not what I am trying to do. This style of play is simply the one that works for my group, but I am curious as to how people reconcile pc deaths in games where it is not uncommon. How do you deal with the dissapointment of losiing this creative personality that you have spent so long investing life into?</p><p></p><p>So give me your thoughts. What is the stance on charectar death in your game and why? And please no one trash anyone elses views.</p></blockquote><p></p>
[QUOTE="Malk, post: 1429187, member: 15730"] So in another thread I read a line that I see repeated often, "without the fear of death there is no intrest in the game. See now personaly I disagree with this, quite emphaticaly in fact. I have tried several times over the course of my roleplaying career to run a game where death was always a possiblity, and I have always found that killing a pc makes me feel bad. Killing a pc usualy harms the story. Killing a pc usualy makes the player feel bad. So in our games, my group generaly have pc's that last from the begining to the end of the campaign. The story flourishes, the players connect with their pc's, the pc's connect to each other and everyone is happy. People say that there is no challenge any more and that the charectars begin to act invincible. Maybe my group is just really good at keeping metagame out of the in charectar game but i have never seen this problem develop. They roleplay their char's as if they were really in that situation...and most of the time are deathly affraid of various bad guys and whatnot. One thing that I have always disliked is when people basicaly assume that their own game is better than everyone elses because they play a certain way, and trust me thats not what I am trying to do. This style of play is simply the one that works for my group, but I am curious as to how people reconcile pc deaths in games where it is not uncommon. How do you deal with the dissapointment of losiing this creative personality that you have spent so long investing life into? So give me your thoughts. What is the stance on charectar death in your game and why? And please no one trash anyone elses views. [/QUOTE]
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