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<blockquote data-quote="S'mon" data-source="post: 5858723" data-attributes="member: 463"><p>I can see why you're irked. D&D is not an appropriate game for this sort of attitude, unless it's heavily drifted into being a different sort of play experience than the one it has been designed for.</p><p></p><p>And yet... I have been there, as a player. I once played a very deep, heavy-roleplay <em>Midnight</em> d20 game. Problem was, it was both 'deep, intense roleplay' and a bloody meatgrinder. I loved my PC, Zana Than. When she died leading the attack on an orc fort, she was the last of the original PCs to go. I really had no interest in rolling up and playing a new PC. Things kind of sputtered on a bit from there, but I had lost all enthusiam for the campaign. The GM brought in a Fate Point system at that point, but it was too late - with hindsight, the kind of game she wanted to run had needed Fate Points or a similar PC-protection mechanism right from the start.</p><p></p><p>My general advice to you would be to not worry about it, run the campaign you want to run, and be ready to say goodbye to the player, with no hard feelings, if his PC dies.</p><p>However, there may be some ways to give both of you what you want. You can possibly, for instance, run a sandboxy game where the PCs have plenty of choice in the level of challenges they wish to take on. If they choose the easier challenges, they lessen the risk of PC death, but also earn less XP and advance more slowly.</p><p></p><p>Or if you are running a more linear 4e D&D campaign, you could stick closely to the encounter-building guidelines and keep most challenges in the -1 to +1 EL vs Party Level range; then run the encounters as hard as you normally would.</p><p></p><p>But don't try to run a game you don't really want to run.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5858723, member: 463"] I can see why you're irked. D&D is not an appropriate game for this sort of attitude, unless it's heavily drifted into being a different sort of play experience than the one it has been designed for. And yet... I have been there, as a player. I once played a very deep, heavy-roleplay [I]Midnight[/I] d20 game. Problem was, it was both 'deep, intense roleplay' and a bloody meatgrinder. I loved my PC, Zana Than. When she died leading the attack on an orc fort, she was the last of the original PCs to go. I really had no interest in rolling up and playing a new PC. Things kind of sputtered on a bit from there, but I had lost all enthusiam for the campaign. The GM brought in a Fate Point system at that point, but it was too late - with hindsight, the kind of game she wanted to run had needed Fate Points or a similar PC-protection mechanism right from the start. My general advice to you would be to not worry about it, run the campaign you want to run, and be ready to say goodbye to the player, with no hard feelings, if his PC dies. However, there may be some ways to give both of you what you want. You can possibly, for instance, run a sandboxy game where the PCs have plenty of choice in the level of challenges they wish to take on. If they choose the easier challenges, they lessen the risk of PC death, but also earn less XP and advance more slowly. Or if you are running a more linear 4e D&D campaign, you could stick closely to the encounter-building guidelines and keep most challenges in the -1 to +1 EL vs Party Level range; then run the encounters as hard as you normally would. But don't try to run a game you don't really want to run. [/QUOTE]
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