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<blockquote data-quote="Elf Witch" data-source="post: 5866584" data-attributes="member: 9037"><p>I understand that this is how you feel and that this is an important aspect of the game to you. And I know a lot of players most likely the majority want this kind of game. </p><p></p><p>But what I don't understand is why you and some of the others feel such a necessity to defend how you play. I feel as if you are trying to convince some of us who feel differently that we are wrong for saying that we don't put as much importance on death as you do. </p><p></p><p>I have been waiting for someone to bring up the little league example. It is not the same thing at all. BTW I happen to agree that children playing organized sports need to learn how to lose as well as win. </p><p></p><p>DnD is not little league unless you are playing in an official RPGA game then really anything goes. Also we are not children so we don't need how to be taught how to win graciously and lose the same way. As a matter of fact for some of us DnD is not about winning and losing.</p><p></p><p>I have played many a soft ball game where we really didn't keep score because we didn't care who was winning we were just goofing around having fun hitting a ball with a bat. The same with bowling and gooney golf. </p><p></p><p>Unless you play a game with no chance of being brought back and death is permanent then there really is very little difference between losing a level instead of dying and dying and being brought back with little penalty. True resurrection has no penalties so actually the one way we played was more of a risk.</p><p></p><p>For some of us having our characters fail like getting captured, the bad guys winning this round is just as bad for us as if we died. </p><p></p><p>One of the reason the DM wanted to take death out was we were all working together building a world we had elaborate backgrounds and the game was very story orientated. One of the things the DM wanted to take out was coming back from the dead. There was no raise dead in the game. </p><p></p><p>But the DM wanted a containing developing story and characters like on a lot of TV shows. In Stargate no main character suffered permanent death the same for most Trek shows unless an actor wanted out. </p><p></p><p>So we came up with a way to make losing at combat hurt, the lost level, but not take the character out of the game. Now if you wanted your character to die it could as long as you realized it was permanent and you had to have a way to bring your new character in logically or have to wait for it to be brought in. </p><p></p><p>There were six of us and we loved this game and played it for several years. The role playing and character development was top notched. </p><p></p><p>BTW none of us played our characters like we couldn't die. To be honest I have seen more of that kind of behavior from players in games where they are high enough level to know that that come back from the dead is readily available.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 5866584, member: 9037"] I understand that this is how you feel and that this is an important aspect of the game to you. And I know a lot of players most likely the majority want this kind of game. But what I don't understand is why you and some of the others feel such a necessity to defend how you play. I feel as if you are trying to convince some of us who feel differently that we are wrong for saying that we don't put as much importance on death as you do. I have been waiting for someone to bring up the little league example. It is not the same thing at all. BTW I happen to agree that children playing organized sports need to learn how to lose as well as win. DnD is not little league unless you are playing in an official RPGA game then really anything goes. Also we are not children so we don't need how to be taught how to win graciously and lose the same way. As a matter of fact for some of us DnD is not about winning and losing. I have played many a soft ball game where we really didn't keep score because we didn't care who was winning we were just goofing around having fun hitting a ball with a bat. The same with bowling and gooney golf. Unless you play a game with no chance of being brought back and death is permanent then there really is very little difference between losing a level instead of dying and dying and being brought back with little penalty. True resurrection has no penalties so actually the one way we played was more of a risk. For some of us having our characters fail like getting captured, the bad guys winning this round is just as bad for us as if we died. One of the reason the DM wanted to take death out was we were all working together building a world we had elaborate backgrounds and the game was very story orientated. One of the things the DM wanted to take out was coming back from the dead. There was no raise dead in the game. But the DM wanted a containing developing story and characters like on a lot of TV shows. In Stargate no main character suffered permanent death the same for most Trek shows unless an actor wanted out. So we came up with a way to make losing at combat hurt, the lost level, but not take the character out of the game. Now if you wanted your character to die it could as long as you realized it was permanent and you had to have a way to bring your new character in logically or have to wait for it to be brought in. There were six of us and we loved this game and played it for several years. The role playing and character development was top notched. BTW none of us played our characters like we couldn't die. To be honest I have seen more of that kind of behavior from players in games where they are high enough level to know that that come back from the dead is readily available. [/QUOTE]
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