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Where does the punitive approach to pc death come from?
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<blockquote data-quote="Rod Staffwand" data-source="post: 6529109" data-attributes="member: 6776279"><p>Restarting at level 1 comes from the sandbox/dungeon crawl concept of D&D with PC vs. the dangers of the dungeons or the world. If you were successful, you got to level up and gain new abilities. If not, you got killed. As you leveled you could mitigate deaths but also faced new dangers (like spheres of annihilation or disintegration spells) that were even deadlier.</p><p></p><p>Advancing in level was the focus of the game. You started at level 1 and saw how far your abilities, wits and luck could take you. If you played a lot you gained knowledge on how to avoid the pitfalls (literally) of low-level, then mid-level, then high-level. You learned to avoid ghouls at close quarters and how to barbecue trolls.</p><p></p><p>Eventually your PC would reach name level and you might put them into semi-retirement. The PC gets their castle and runs their domain while you start playing a second or third character through lower levels. You might run a henchman or hireling or even a monster for a while, developing a coterie of characters over a multitude of levels. The rest of the group would be in a similar situation with primary characters, secondary characters and who knows what else readied to play.</p><p></p><p>Campaigns of this type are generally more sprawling, without a single unifying storyline like more modern adventure path campaigns. You're moving around and exploring an existing world rather than following a specific story. You might use your 13th level fighter one week to take on some fire giants and your 5th level fighter the next to face a goblin threat.</p><p></p><p>An adventure path campaign works differently with PCs expected to level throughout the campaign, facing greater and greater menaces until a BBEG is confronted and defeated. In such a game, underleveled PCs, even just one or two out of five or six can seriously jeopardize the party's chances against their foes and there often isn't time uplevel newer PCs. Thus, starting replacements at a higher level typically works better.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 6529109, member: 6776279"] Restarting at level 1 comes from the sandbox/dungeon crawl concept of D&D with PC vs. the dangers of the dungeons or the world. If you were successful, you got to level up and gain new abilities. If not, you got killed. As you leveled you could mitigate deaths but also faced new dangers (like spheres of annihilation or disintegration spells) that were even deadlier. Advancing in level was the focus of the game. You started at level 1 and saw how far your abilities, wits and luck could take you. If you played a lot you gained knowledge on how to avoid the pitfalls (literally) of low-level, then mid-level, then high-level. You learned to avoid ghouls at close quarters and how to barbecue trolls. Eventually your PC would reach name level and you might put them into semi-retirement. The PC gets their castle and runs their domain while you start playing a second or third character through lower levels. You might run a henchman or hireling or even a monster for a while, developing a coterie of characters over a multitude of levels. The rest of the group would be in a similar situation with primary characters, secondary characters and who knows what else readied to play. Campaigns of this type are generally more sprawling, without a single unifying storyline like more modern adventure path campaigns. You're moving around and exploring an existing world rather than following a specific story. You might use your 13th level fighter one week to take on some fire giants and your 5th level fighter the next to face a goblin threat. An adventure path campaign works differently with PCs expected to level throughout the campaign, facing greater and greater menaces until a BBEG is confronted and defeated. In such a game, underleveled PCs, even just one or two out of five or six can seriously jeopardize the party's chances against their foes and there often isn't time uplevel newer PCs. Thus, starting replacements at a higher level typically works better. [/QUOTE]
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Where does the punitive approach to pc death come from?
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