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<blockquote data-quote="Dumnbunny" data-source="post: 5632218" data-attributes="member: 66848"><p>I agree, and I've played in and run a number of campaigns where the PC were virtually, and sometimes literally, guaranteed not to die. What's needed isn't the threat of death, or even, I would argue, the threat of loss. What's needed is a source of tension.</p><p></p><p>The threat of loss is a good one, one I've used and experienced in a number of games, and it works quite nicely. In fact, I've seen it be a greater source of tension than the threat of death.</p><p></p><p>The threat of death <strong>can</strong> work as a source of tension, or it can be trivial. Where the threat of loss can mean having to deal with the consequences, the threat of death can mean having to roll up a new character. There are plenty of players in the local player pool who, even as they're playing one character, they're thinking up new character ideas. I've quite often seen players welcome character death as it gives them a chance to try out some idea that they've had bouncing around in their heads.</p><p></p><p>I've quite successfully run games where the PCs had low chance of death and an even lower chance of losing, to the point where PCs were almost guaranteed to succeed at whatever they were trying to do. The source of tension came from deciding how far they were willing to go to succeed.</p></blockquote><p></p>
[QUOTE="Dumnbunny, post: 5632218, member: 66848"] I agree, and I've played in and run a number of campaigns where the PC were virtually, and sometimes literally, guaranteed not to die. What's needed isn't the threat of death, or even, I would argue, the threat of loss. What's needed is a source of tension. The threat of loss is a good one, one I've used and experienced in a number of games, and it works quite nicely. In fact, I've seen it be a greater source of tension than the threat of death. The threat of death [B]can[/B] work as a source of tension, or it can be trivial. Where the threat of loss can mean having to deal with the consequences, the threat of death can mean having to roll up a new character. There are plenty of players in the local player pool who, even as they're playing one character, they're thinking up new character ideas. I've quite often seen players welcome character death as it gives them a chance to try out some idea that they've had bouncing around in their heads. I've quite successfully run games where the PCs had low chance of death and an even lower chance of losing, to the point where PCs were almost guaranteed to succeed at whatever they were trying to do. The source of tension came from deciding how far they were willing to go to succeed. [/QUOTE]
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