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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="Majoru Oakheart" data-source="post: 6308514" data-attributes="member: 5143"><p>There's an element of loss, for sure. However, it belongs to a paid employee that has to do everything you tell them to. They might be annoyed at it, but you don't have an obligation to make them happy...you are paying them.</p><p></p><p>Not so much for players. They show up because they are enjoying the game and want to keep playing. Stop making them happy and they stop showing up. It's that simple.</p><p></p><p>As with any activity, there are highs and lows. A players on a volunteer baseball team might not like losing but might like winning enough that they are willing to put up with some losses in order to have the chance at winning. However, rest assured that if that team loses nearly constantly, that player is going to consider whether they still want to be on the team.</p><p></p><p>It's the same with RPGs. Players don't mind their characters dying from time to time if it creates a fun story or it makes their wins seem even more impressive by comparison. Most players like to have some continuity from one session to the next, however, and dying every session is likely to get on even the most tolerant player's nerves.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6308514, member: 5143"] There's an element of loss, for sure. However, it belongs to a paid employee that has to do everything you tell them to. They might be annoyed at it, but you don't have an obligation to make them happy...you are paying them. Not so much for players. They show up because they are enjoying the game and want to keep playing. Stop making them happy and they stop showing up. It's that simple. As with any activity, there are highs and lows. A players on a volunteer baseball team might not like losing but might like winning enough that they are willing to put up with some losses in order to have the chance at winning. However, rest assured that if that team loses nearly constantly, that player is going to consider whether they still want to be on the team. It's the same with RPGs. Players don't mind their characters dying from time to time if it creates a fun story or it makes their wins seem even more impressive by comparison. Most players like to have some continuity from one session to the next, however, and dying every session is likely to get on even the most tolerant player's nerves. [/QUOTE]
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