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What D&D should learn from a Song of Ice and Fire (Game of Thrones)
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<blockquote data-quote="Ahnehnois" data-source="post: 6308413" data-attributes="member: 17106"><p>All of this again goes back to what we can learn from the GRRM books. Yes, a player may be connected to their character more in a long-term game than a one-shot, and yes, they may take the loss of their character hard. If the mortality rate is both high enough to be a serious threat and low enough that a player can still reasonably hope for their characters' long-term survival, it's a very tough environment.</p><p></p><p>And that's not necessarily a bad thing. The emotions generated will be powerful. If you look at D&D as a creative medium, that's what we use art for: to elicit emotions. All emotions, not just giddiness and satisfaction. The thing is, people read/watched the Red Wedding and then <em>came back for more</em>. Who's to say D&D players wouldn't do the same?</p><p></p><p>That's part of it, but the thing is that sometimes it's not about consequences. If a player is playing, say, an aspirant to the throne who gets murdered in his sleep by a shadow beast he has no knowledge of, that player is not going to be feeling that this was a consequence of his actions, not in the direct sense as if he'd taken on a too difficult battle, anyway.</p><p></p><p>Which is still potentially OK in my mind.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6308413, member: 17106"] All of this again goes back to what we can learn from the GRRM books. Yes, a player may be connected to their character more in a long-term game than a one-shot, and yes, they may take the loss of their character hard. If the mortality rate is both high enough to be a serious threat and low enough that a player can still reasonably hope for their characters' long-term survival, it's a very tough environment. And that's not necessarily a bad thing. The emotions generated will be powerful. If you look at D&D as a creative medium, that's what we use art for: to elicit emotions. All emotions, not just giddiness and satisfaction. The thing is, people read/watched the Red Wedding and then [I]came back for more[/I]. Who's to say D&D players wouldn't do the same? That's part of it, but the thing is that sometimes it's not about consequences. If a player is playing, say, an aspirant to the throne who gets murdered in his sleep by a shadow beast he has no knowledge of, that player is not going to be feeling that this was a consequence of his actions, not in the direct sense as if he'd taken on a too difficult battle, anyway. Which is still potentially OK in my mind. [/QUOTE]
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