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#17 | |
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Join Date: Jan 2008
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Quote:
If the contention is that non-comedic stories are more narratively satisfying when there's some kind of dramatic momentum preventing characters from going from fine to dead instantly, that's plausible, and I agree that Luck can help make your games more likely to be narratively satisfying. So can healing or resurrection magic. If the contention is that games which turn out to generate narratively-unsatisfying stories of failure are games which shouldn't have been played, I don't agree. The possibility of failure is inherent to challenging scenarios, and for some people including me, challenge is required for fun. Knowing that a really good plan for dragon-slaying reduces the odds of everyone dying--that's why good plans are worth spending mental effort on! And sometimes it's fun to read stories about everything going wrong, anyway. Last edited by sjmdw45; 05-09-2023 at 06:24 AM. |
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