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Your character died. Big deal.
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<blockquote data-quote="Glyfair" data-source="post: 4506822" data-attributes="member: 53"><p>This is one thing that a few people are misunderstanding here. In a campaign where a PC death requires player permission, it's agreed in advance. Players don't just suddenly expect to impose that rule on a campaign they join. It's part of the social contract for that campaign.</p><p></p><p></p><p>In my games, once you retire you are part of the campaign world. I control it as I control the rest of the world. I might ask a player what there character might do in a certain situation, but the world around the active PCs are mine to do with as I choose (which can include giving PCs some input and control over some elements).</p><p></p><p>In my experience these campaigns tend to be for groups that want strong storytelling elements in their game. For some the regular raising of the dead breaks their connection to the world. They often prefer death to be permanent and important in the game. Raising the dead hurts this.</p><p></p><p>In fact, that's often why they prefer the player control of PC death. That way when their character dies it will be an important, dramatic part of the campaign. It won't be a random death that doesn't really serve the story.</p><p></p><p>And don't think that PC death doesn't occur in these games. Players who play in this game often <strong>want</strong> to die a dramatic death.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 4506822, member: 53"] This is one thing that a few people are misunderstanding here. In a campaign where a PC death requires player permission, it's agreed in advance. Players don't just suddenly expect to impose that rule on a campaign they join. It's part of the social contract for that campaign. In my games, once you retire you are part of the campaign world. I control it as I control the rest of the world. I might ask a player what there character might do in a certain situation, but the world around the active PCs are mine to do with as I choose (which can include giving PCs some input and control over some elements). In my experience these campaigns tend to be for groups that want strong storytelling elements in their game. For some the regular raising of the dead breaks their connection to the world. They often prefer death to be permanent and important in the game. Raising the dead hurts this. In fact, that's often why they prefer the player control of PC death. That way when their character dies it will be an important, dramatic part of the campaign. It won't be a random death that doesn't really serve the story. And don't think that PC death doesn't occur in these games. Players who play in this game often [B]want[/B] to die a dramatic death. [/QUOTE]
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