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Do you win by surviving, or by dying? Expand / Collapse
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Posted Wednesday, March 26, 2008 6:51 PM


Heroic Knight

Heroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic Knight

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Last Login: Monday, August 18, 2008 4:45 PM
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Having fun yourself = small win
Helping others have fun = medium win
Achieving both = amazingly big win

I think that pretty much covers it. In some systems, character continuity allows for a larger amount of fun and more complex interaction, but surviving is a means to an end, not an end in itself.

I personally rate two character deaths in Shards (one shooting myself in the head with my fourth flintlock after the first three stubbornly refused to fire and one being carried off into the night and eaten by a horde of painted cannibals after successfully pulling off a military coup) as highlights in my own characters' stories and in the stories of those around me.

The only pain about not surviving is if: it makes it difficult to OOC/IC manage a large group (eg: leader death), if you are having new character mental block (we've all been there) if you are wearing your brand new extremely expensive rhinestone-plated kit (humbug), if there is a massive queue at GOD to gen something new (insert praise to Maelstrom here), or if you have no spare kit to hand (which sucks). But this is not "losing", these are just obstacles in the path to having fun.

And personally, systems where there is low/no risk of character death become really dull really quickly.



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Maelstrom - Carl Whitesnake
Scavenger LRP - Organiser
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