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What does D&D look like without Death on the Table?
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<blockquote data-quote="MNblockhead" data-source="post: 8136534" data-attributes="member: 6796661"><p>I try to keep death off my game table, unless it is ground up, formed into a patty and grilled.</p><p></p><p>As for death in the game. I'm not a fan. PC death is not a frequent occurrence in my game but it is a very real threat. For me, the goldilocks zone for my D&D games is infrequent-to-rare character death. When death happens, even if for a stupid reason, it is impactful and memorable. </p><p></p><p>Now, in Paranoia, if a character doesn't die one an hour, you're doing it wrong. But that is a pretty slap-stick. Frequent PC death works best in slapstick games. Otherwise it starts to feel like an old video game without save points. </p><p></p><p>I don't know that I've played any game where death was completely off the table. Even if highly unlikely, it was always a possibility. Let's see...</p><p></p><p>The Expanse - kinda hard to die, the game is more about cinematic gaming and setbacks, but death is still possible. The mechanics just try to ensure that any PC death is a dramatic moment. </p><p></p><p>InSPECTREs. It is so improvised back and forth between game master and players that PC death is unlikely to happen unless the player buys into the idea. But the play CAN buy into it and so death is possible. </p><p></p><p>Dialect. Hard to see anyone dying in the middle of the game given how it is structured. But frequently EVERYONE dies at the end of the game. It actually works best that way, knowing that you are playing towards the group's inevitable demise. </p><p></p><p>Okay...I thought of one. There is no PC death in Labyrinth. Losing just means that the goblin king keeps your baby brother (or, optionally, some other MacGuffin). But Labyrinth is made for one shots, not campaigns. </p><p></p><p>I don't play superhero games, just not a fan of the genre. Actually the nobody-really-dies and rampant retconning turns me off on the genre outside of TTRPGs, except for limited series like "From Hell" that tell the story and are done.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8136534, member: 6796661"] I try to keep death off my game table, unless it is ground up, formed into a patty and grilled. As for death in the game. I'm not a fan. PC death is not a frequent occurrence in my game but it is a very real threat. For me, the goldilocks zone for my D&D games is infrequent-to-rare character death. When death happens, even if for a stupid reason, it is impactful and memorable. Now, in Paranoia, if a character doesn't die one an hour, you're doing it wrong. But that is a pretty slap-stick. Frequent PC death works best in slapstick games. Otherwise it starts to feel like an old video game without save points. I don't know that I've played any game where death was completely off the table. Even if highly unlikely, it was always a possibility. Let's see... The Expanse - kinda hard to die, the game is more about cinematic gaming and setbacks, but death is still possible. The mechanics just try to ensure that any PC death is a dramatic moment. InSPECTREs. It is so improvised back and forth between game master and players that PC death is unlikely to happen unless the player buys into the idea. But the play CAN buy into it and so death is possible. Dialect. Hard to see anyone dying in the middle of the game given how it is structured. But frequently EVERYONE dies at the end of the game. It actually works best that way, knowing that you are playing towards the group's inevitable demise. Okay...I thought of one. There is no PC death in Labyrinth. Losing just means that the goblin king keeps your baby brother (or, optionally, some other MacGuffin). But Labyrinth is made for one shots, not campaigns. I don't play superhero games, just not a fan of the genre. Actually the nobody-really-dies and rampant retconning turns me off on the genre outside of TTRPGs, except for limited series like "From Hell" that tell the story and are done. [/QUOTE]
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