AndrewRogue
First Post
I, on the other hand, feel that character death is in fact a big deal. *shrugs*
Character death carries a lot of ramifications. At the basic level, there's the personal general annoyance of losing a character and the work required to come up with a completely new character.
Beyond that, though, is the problem with RP being an interactive fiction medium. Simply put, character death severely disrupts the process. Yes, it can create new drama. At the same time, it creates plenty of new headaches. Plotlines crumble, interpersonal party dynamic gets thrown on its head and a lot of potential and direction generally goes to waste. Even worse, the introduction of new characters into an established group is often difficult in the best of circumstances and, in some cases, requires incredible stretches and strains of RP to make it work.
Glyfair said it best really. There're upsides and downsides to all styles.
For the heavy RP/character interaction style game I run, PC death being able to occur out of nowhere at any time because of a single incident of bad luck is incredibly disruptive and very permanent. We've had games where the RP simply fell apart because we had a revolving door of new PCs who'd show up and then leave later for RL reasons, and thus caused tons of issues. The ONLY reason the game survived as long as it did is we had a strong, centralized cast who, shock, stayed around and didn't die.
For a more game style game, then yeah, death works. Its just like a game over. *shrugs*
Play how you like, and I'll play how I like. I like my death flags.
Character death carries a lot of ramifications. At the basic level, there's the personal general annoyance of losing a character and the work required to come up with a completely new character.
Beyond that, though, is the problem with RP being an interactive fiction medium. Simply put, character death severely disrupts the process. Yes, it can create new drama. At the same time, it creates plenty of new headaches. Plotlines crumble, interpersonal party dynamic gets thrown on its head and a lot of potential and direction generally goes to waste. Even worse, the introduction of new characters into an established group is often difficult in the best of circumstances and, in some cases, requires incredible stretches and strains of RP to make it work.
Glyfair said it best really. There're upsides and downsides to all styles.
For the heavy RP/character interaction style game I run, PC death being able to occur out of nowhere at any time because of a single incident of bad luck is incredibly disruptive and very permanent. We've had games where the RP simply fell apart because we had a revolving door of new PCs who'd show up and then leave later for RL reasons, and thus caused tons of issues. The ONLY reason the game survived as long as it did is we had a strong, centralized cast who, shock, stayed around and didn't die.
For a more game style game, then yeah, death works. Its just like a game over. *shrugs*
Play how you like, and I'll play how I like. I like my death flags.