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Where does the punitive approach to pc death come from?
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<blockquote data-quote="jayoungr" data-source="post: 6528985" data-attributes="member: 6702445"><p>There's another issue that's been touched on in passing here, and that's the amount of character story that happens at the table vs the amount that happens away from the table.</p><p></p><p>There's one style of play that cares a lot about who the character is before starting his/her first day of adventuring, and what he/she has done up to that moment. There's another style that puts the vast majority of the emphasis on what happens going forward from that first day of adventuring, and the character's life up to that point is lightly sketched in at best.</p><p></p><p>It doesn't necessarily mean one group is more focused on roleplay than the other; both approaches can lead to the same types of storylines. For example, players in the first style would be likely to bring PCs to the table who would would already have story hooks attached to them: "My rogue ripped off the thieves' guild on his way out of town, and the head of the guild will be sending agents to retrieve the stolen money." Players in the second style might well enjoy playing the same story, but they would expect to play out the stealing of the money at the table and <em>then</em> deal with the consequences.</p><p></p><p>It feels to me like newer players are more likely to play in the first style and older players in the second style; but that's just an impression, and it could well be that both playstyles have coexisted since the beginning. Anyway, if you're the second type of player, starting at level 1 isn't necessarily punitive. You may not <em>want</em> to start your character at a higher level--that would be cutting out a huge part of the character's story.</p></blockquote><p></p>
[QUOTE="jayoungr, post: 6528985, member: 6702445"] There's another issue that's been touched on in passing here, and that's the amount of character story that happens at the table vs the amount that happens away from the table. There's one style of play that cares a lot about who the character is before starting his/her first day of adventuring, and what he/she has done up to that moment. There's another style that puts the vast majority of the emphasis on what happens going forward from that first day of adventuring, and the character's life up to that point is lightly sketched in at best. It doesn't necessarily mean one group is more focused on roleplay than the other; both approaches can lead to the same types of storylines. For example, players in the first style would be likely to bring PCs to the table who would would already have story hooks attached to them: "My rogue ripped off the thieves' guild on his way out of town, and the head of the guild will be sending agents to retrieve the stolen money." Players in the second style might well enjoy playing the same story, but they would expect to play out the stealing of the money at the table and [I]then[/I] deal with the consequences. It feels to me like newer players are more likely to play in the first style and older players in the second style; but that's just an impression, and it could well be that both playstyles have coexisted since the beginning. Anyway, if you're the second type of player, starting at level 1 isn't necessarily punitive. You may not [I]want[/I] to start your character at a higher level--that would be cutting out a huge part of the character's story. [/QUOTE]
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Where does the punitive approach to pc death come from?
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