Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Where does the punitive approach to pc death come from?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 6529581" data-attributes="member: 6790260"><p>I do think that group perspective on the matter is vitally important. That said, I definitely think the "punitive" approach comes from the gaming culture that D&D sprouted from--but, as others have said, it wasn't <em>seen</em> punitive at the time.</p><p></p><p>Perhaps another way of putting it: Early on, "attachment" was something a character <em>gained</em> after a lot of adventuring. You became attached to what you'd <em>done</em> with a character--what you'd <em>survived</em>. Character creation was the opening of a fresh book you'd never seen before, and death closed it. But the library of characters is infinite; a character you've spent enough time with to grow attached to is one you've explored pretty thoroughly, so it was often high time to move on to something else.</p><p></p><p>With time, a different idea of the nature of attachment started to spread. Attachment to the story of what a character was, what story they were <em>already</em> part of. Attachment, for this group, wasn't particularly "gained" through adventuring; instead, attachment was the "investment," and <em>successful</em> adventuring is the "payoff." For this philosophy, "senseless" deaths (esp. due to the vagaries of luck) become punitive, because then there is no "payoff." The investment is lost, and without anything you could have done differently.</p><p></p><p>Both are valid--and there may be even more ideas on the matter. However, game design and gamer culture have largely moved toward the latter and away from the former. It's not a 100% shift--much of the OSR and sympathetic groups like Fourthcore very much hew closer to the first philosophy--but it's fairly strong nonetheless.</p><p></p><p>So...I guess you could say the "punitive" approach didn't quite "come from" anywhere. The game didn't really change--<em>we</em>, the players, did. And then when some of the changed players became the new crop of designers, those changes became part of the game.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6529581, member: 6790260"] I do think that group perspective on the matter is vitally important. That said, I definitely think the "punitive" approach comes from the gaming culture that D&D sprouted from--but, as others have said, it wasn't [I]seen[/I] punitive at the time. Perhaps another way of putting it: Early on, "attachment" was something a character [I]gained[/I] after a lot of adventuring. You became attached to what you'd [I]done[/I] with a character--what you'd [I]survived[/I]. Character creation was the opening of a fresh book you'd never seen before, and death closed it. But the library of characters is infinite; a character you've spent enough time with to grow attached to is one you've explored pretty thoroughly, so it was often high time to move on to something else. With time, a different idea of the nature of attachment started to spread. Attachment to the story of what a character was, what story they were [I]already[/I] part of. Attachment, for this group, wasn't particularly "gained" through adventuring; instead, attachment was the "investment," and [I]successful[/I] adventuring is the "payoff." For this philosophy, "senseless" deaths (esp. due to the vagaries of luck) become punitive, because then there is no "payoff." The investment is lost, and without anything you could have done differently. Both are valid--and there may be even more ideas on the matter. However, game design and gamer culture have largely moved toward the latter and away from the former. It's not a 100% shift--much of the OSR and sympathetic groups like Fourthcore very much hew closer to the first philosophy--but it's fairly strong nonetheless. So...I guess you could say the "punitive" approach didn't quite "come from" anywhere. The game didn't really change--[I]we[/I], the players, did. And then when some of the changed players became the new crop of designers, those changes became part of the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Where does the punitive approach to pc death come from?
Top