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#7 | |
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Join Date: May 2015
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Quote:
Rather, the situation and the players' choices lead to logical results. The more competent PCs, if they like their less experienced comrades, can take care not to get them into situations where they will die. This has been a consistent theme over the decades of play - what can you do to keep you and your comrades alive, so that they can go on to more adventures and become more capable and so on. But I think it's precious to keep that organic and in the hands of fate, circumstances, and effective play by the players. It seems to me that having the game world ramp up undermines that and really isn't needed if the players take their responsibility for their PCs' (and NPC friends) seriously. Oh, another notion too is having multiple characters per player. ITL briefly mentions this mode of play, which can be a bit tricky to handle and presents its own issues (a separate topic - I don't want to hijack this one), but if you're doing that, then it seems even clearer that a PC death is not something you'd need to bend the universe about. And "oh" again, ecz mentioned it seemed unfair to have someone whose PC died start at 32, but it rather seems the opposite to me. That player built up a character through play, and then lost that character, so it seems entirely fair the experienced character would be dead and gone. Meanwhile, the characters who did not have their PCs die seem to me to entirely logically and rightly enjoy getting to have those characters be alive, and enjoy the benefits of whatever they gained during their successful play to that point. Any extra boons given to a replacement character to help them catch up to the players who kept their characters alive, by just giving them new characters who are experienced without playing to get that experience, would instead seem to me to be "unfair" to those players. It would also undermine the meaning of their successful (non-dying) play. Last edited by Skarg; 08-04-2018 at 02:10 AM. |
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