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Where does the punitive approach to pc death come from?
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<blockquote data-quote="Eirikrautha" data-source="post: 6530260" data-attributes="member: 6777843"><p>The reality is that many of us play the game for different reasons now than we did in the past. I never played the really high mortality games in the late 70s/early 80s that I know was popular at the cons. But the guys playing at the cons were playing one-offs whose goal was to see how far they could get before they died. Likewise, the vast majority of my campaigns back then were sandboxes, where character power was the primary focus. Death meant that you lost that round, so you rolled up a new character and started all over again. Starting at the same level as the dead character would be like starting a game of bowling in the tenth frame with all strikes given to you in the previous nine.</p><p></p><p>But now, the expectation is that my campaign will be more narrative-based. And stories don't work well with a continuously changing cast of characters. Likewise, as an adult with less time, I can less afford to lose all of the time put into the characters. Luckily, so far 5e has been really hard to die in (especially the higher the level). So my players get to choose when they want to start over.</p></blockquote><p></p>
[QUOTE="Eirikrautha, post: 6530260, member: 6777843"] The reality is that many of us play the game for different reasons now than we did in the past. I never played the really high mortality games in the late 70s/early 80s that I know was popular at the cons. But the guys playing at the cons were playing one-offs whose goal was to see how far they could get before they died. Likewise, the vast majority of my campaigns back then were sandboxes, where character power was the primary focus. Death meant that you lost that round, so you rolled up a new character and started all over again. Starting at the same level as the dead character would be like starting a game of bowling in the tenth frame with all strikes given to you in the previous nine. But now, the expectation is that my campaign will be more narrative-based. And stories don't work well with a continuously changing cast of characters. Likewise, as an adult with less time, I can less afford to lose all of the time put into the characters. Luckily, so far 5e has been really hard to die in (especially the higher the level). So my players get to choose when they want to start over. [/QUOTE]
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Where does the punitive approach to pc death come from?
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