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Why my friends hate talking to me about 5e.
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<blockquote data-quote="EzekielRaiden" data-source="post: 8688051" data-attributes="member: 6790260"><p>Again you act as though the only possible states are "death waits behind every corner" and disparaging insults about childish, saccharine, candyfloss wish-fulfillment.</p><p></p><p>It would help a lot if you, y'know, <em>didn't</em> instantly resort to being rude to a position you don't currently grok.</p><p></p><p>As for actually answering your question, well, I already said this above, but...because there are other things that have value besides mere survival. Survival value only matters so long as <em>there are things which give value to survival</em>, to riff off one of my favorite CS Lewis quotes. Why not drive at those things directly, rather than using the (IME often kludgy and unsatisfying) proxy of survival?</p><p></p><p>My players are deeply invested in our game. They care about various NPCs. I can hear it in their voice when they get choked up because of a heartwarming moment or righteously pissed about a villain's shenanigans. They care about the world. They want to know more, they love seeing things unfold or putting in time and effort to make bad things better and good things great. And they care about their fellow adventurers. They want to do right by one another and build each other up, helping one another achieve their personal goals alongside the group goals.</p><p></p><p>I don't need death to motivate them. Threats to the things they care about, coupled with the prospect of making the world a better place and learning a thing or two along the way, are <em>ample</em> motivation. Hence why I told them I wouldn't randomly, permanently, and irrevocably kill their characters. Either it won't be random (the player and I will work it out), or it won't be permanent (they'll be restored on their own or without needing help to do so), or it won't be irrevocable (they can be brought back, and will probably have their own adventures and revelations while they're "out" as it were.) So long as the players show good faith as participants in the game, I won't take their characters away. If they exploit my goodwill, all bets are off, because I don't tolerate exploitative behavior. But they never have done so in four years of play, so I'm not expecting them to start now.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8688051, member: 6790260"] Again you act as though the only possible states are "death waits behind every corner" and disparaging insults about childish, saccharine, candyfloss wish-fulfillment. It would help a lot if you, y'know, [I]didn't[/I] instantly resort to being rude to a position you don't currently grok. As for actually answering your question, well, I already said this above, but...because there are other things that have value besides mere survival. Survival value only matters so long as [I]there are things which give value to survival[/I], to riff off one of my favorite CS Lewis quotes. Why not drive at those things directly, rather than using the (IME often kludgy and unsatisfying) proxy of survival? My players are deeply invested in our game. They care about various NPCs. I can hear it in their voice when they get choked up because of a heartwarming moment or righteously pissed about a villain's shenanigans. They care about the world. They want to know more, they love seeing things unfold or putting in time and effort to make bad things better and good things great. And they care about their fellow adventurers. They want to do right by one another and build each other up, helping one another achieve their personal goals alongside the group goals. I don't need death to motivate them. Threats to the things they care about, coupled with the prospect of making the world a better place and learning a thing or two along the way, are [I]ample[/I] motivation. Hence why I told them I wouldn't randomly, permanently, and irrevocably kill their characters. Either it won't be random (the player and I will work it out), or it won't be permanent (they'll be restored on their own or without needing help to do so), or it won't be irrevocable (they can be brought back, and will probably have their own adventures and revelations while they're "out" as it were.) So long as the players show good faith as participants in the game, I won't take their characters away. If they exploit my goodwill, all bets are off, because I don't tolerate exploitative behavior. But they never have done so in four years of play, so I'm not expecting them to start now. [/QUOTE]
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