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Weak Deaths
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<blockquote data-quote="Argyle King" data-source="post: 5373356" data-attributes="member: 58416"><p>Honestly, yeah, I would be. Does that mean I wouldn't be upset or that I wouldn't piss & moan about it a little bit? No, it would probably bother me; however, I would view that death and failure as being just as much a part of my character's legacy as I would view my triumphs. For me, being able to juxtapose my victories against those failures (and the chance of failures) makes victory have more meaning. </p><p> </p><p>Also, if I may touch upon another point... when the GM lets the dice fall where they may and allows the small details to share the stage from time to time, it makes me feel more confident as a player that choosing something like 'skill focus: swimming' as a feat in D&D or putting a few points into my GURPS character's hiking skill aren't wasted choices. </p><p> </p><p>That being said, if I know ahead of time that I'm playing with a GM who handwaves some of the small details; if that is communicated to me ahead of time, then, ok, I won't bother with those choices. And, yeah, I would be upset by the 'weak death' you gave as an example if the GM didn't normally use certain rules and then suddenly decided that he was going to. Overall, what makes me happy is GM consistancy, and consistancy is also what I give to the players I GM for.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5373356, member: 58416"] Honestly, yeah, I would be. Does that mean I wouldn't be upset or that I wouldn't piss & moan about it a little bit? No, it would probably bother me; however, I would view that death and failure as being just as much a part of my character's legacy as I would view my triumphs. For me, being able to juxtapose my victories against those failures (and the chance of failures) makes victory have more meaning. Also, if I may touch upon another point... when the GM lets the dice fall where they may and allows the small details to share the stage from time to time, it makes me feel more confident as a player that choosing something like 'skill focus: swimming' as a feat in D&D or putting a few points into my GURPS character's hiking skill aren't wasted choices. That being said, if I know ahead of time that I'm playing with a GM who handwaves some of the small details; if that is communicated to me ahead of time, then, ok, I won't bother with those choices. And, yeah, I would be upset by the 'weak death' you gave as an example if the GM didn't normally use certain rules and then suddenly decided that he was going to. Overall, what makes me happy is GM consistancy, and consistancy is also what I give to the players I GM for. [/QUOTE]
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