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Your character died. Big deal.
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<blockquote data-quote="apoptosis" data-source="post: 4506718" data-attributes="member: 3226"><p>For me (and my group in general). Whether death is on the table or not really depends on the game (campaign) that is being run.</p><p></p><p>For a game that is centered around death-defying adventures, removing death as a potentially unwanted result would definitely cheapen the game and any outcomes.</p><p></p><p>When i play D&D, i generally would want PC death as a potentially uncontrollable result as a facet of the game. For me it is required to makes a game about surviving dungeons filled with deadly critters interesting. Of course there is a continuum from not deadly to deadly based on mechanics, action points, narrative points etc.</p><p></p><p>Certain games like sorcerer where the real visceral fears for your character dont lie in the potential for death but for corruption, then this death might actually fight against the mood of the story.</p><p></p><p>I talk a lot about TSOY but the entire Bringing Down the Pain mechanic is really nice in that death is potentially always on the table but it mostly depends on whether the contest is important enough for the player to risk death. Very few stakes are death, if you fail a conflict (combat or other) then you suffer the result of failure of the conflict. If the conflict is important enough for the player, they can up the ante and "bring down the pain" and entering this granular conflict the stakes could escalate where death is now on the line.</p><p></p><p>Important NPCs also cannot be removed from the game permanent without bringing down the pain but only players can decide to initiate this type of conflict.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 4506718, member: 3226"] For me (and my group in general). Whether death is on the table or not really depends on the game (campaign) that is being run. For a game that is centered around death-defying adventures, removing death as a potentially unwanted result would definitely cheapen the game and any outcomes. When i play D&D, i generally would want PC death as a potentially uncontrollable result as a facet of the game. For me it is required to makes a game about surviving dungeons filled with deadly critters interesting. Of course there is a continuum from not deadly to deadly based on mechanics, action points, narrative points etc. Certain games like sorcerer where the real visceral fears for your character dont lie in the potential for death but for corruption, then this death might actually fight against the mood of the story. I talk a lot about TSOY but the entire Bringing Down the Pain mechanic is really nice in that death is potentially always on the table but it mostly depends on whether the contest is important enough for the player to risk death. Very few stakes are death, if you fail a conflict (combat or other) then you suffer the result of failure of the conflict. If the conflict is important enough for the player, they can up the ante and "bring down the pain" and entering this granular conflict the stakes could escalate where death is now on the line. Important NPCs also cannot be removed from the game permanent without bringing down the pain but only players can decide to initiate this type of conflict. [/QUOTE]
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