Community

 
Jump Menu:
Post Reply
Page 53 of 57  •  Prev 1 ... 51 52 53 54 55 ... 57 Next
Switch to Forum Live View Character Death: Or How I Learned to Stop Worrying and Love the Tomb
9 months ago  ::  Sep 29, 2012 - 9:50AM #521
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,206

Sep 29, 2012 -- 8:45AM, iserith wrote:

Sep 29, 2012 -- 4:17AM, LunarSavage wrote:

What is the basis for this reasoning?




Common sense? Or in the words of Bill Slavicsek and Richard Baker: "D&D is a cooperative game, not a competitive one. In other words, you don't compete against the other players and you don't win by beating them. Instead, there are a lot of different ways to "win" the game. The common denominator in every victory condition is "fun." If you and the other players have fun, everyone wins a game of D&D."

"Fun" is a matter of perspective. It depends on the observer. If that person has fun by letting the dice fall where they may and tearing up his character sheet when the dice say the character is dead, they so be it. If someone says, "I'm not going to have fun just sitting here the rest of the night" or "Jeez, I really don't want to derail this awesome story so we can go get my character raised from the dead," then he should have say in whether his character is truly dead or not.




In other words, preference. Same as ours.

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
Quick Reply
Cancel
9 months ago  ::  Sep 29, 2012 - 9:57AM #522
iserith
Date Joined: Jun 1, 2005
Posts: 5,510
I've acknowledged everyone's preferences. I asked for an explanation for them. I've explained mine. Some of you have explained yours with something tangible other than "my feelings." So what's your point? 
No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
Quick Reply
Cancel
9 months ago  ::  Sep 29, 2012 - 10:08AM #523
Shaddylogic
Date Joined: Aug 23, 2012
Posts: 167
Back again for another post.

Before I begin I'd like to re-iterate that from a purely mechanical standpoint death does not keep a character from playing, it only inconviences them for a session or two*.   I should also mention that while I'm citing Monopoly and Snakes and Ladders for game examples of the functions of death with relation to winnning and losing, that both games suffer from a number of design flaws and as a result are not useful for a full comparasion.**

Now it's time to anaylze the why death needs to exist in it's current form in D&D.  This is not the reason it is good for the game, but the why it originally exists within the game in the first place.  Once again looking at it from a mechanical perspective it functions as similar to a Snake in Snakes and Ladders in the fact that it sets the original player back some.... or does it? As mentioned earlier,  excluding the case of a total party wipe, and assuming that most DMs are nice*** the player is almost in the exact same position they were left with when the original character died.  To move further with the examination of Death in D&D I'm going to go back to examining why bankruptcy exists in Monopoly.

Why does bankruptcy exist in Monopoly?  Bankruptcy causes a player to lose, but why must a player lose?  A player must lose so that one player may win and the game may come to an end.  All of this makes sense, but what is the real reason players must lose?  Players must lose because the game can only have one winner since the game was designed that way.  This is usually how most competetive games work, their can only be one winner and that winner has to prove they are better than the rest.

So why does bankruptcy work for Monopoly, and death do effectively nothing for characters in D&D?  It has to do with who is winning the game when people bankrupt/die.  In Monopoly you're closer to winning when someone bankrupts.  In D&D you're no further to winning or losing when someone dies.
 

This leads us to the realization that death within D&D does functionally nothing.  So why even have death within the game in the first place?  Give me at least an hour to write up another post examing death from the story perspective.
  



 

*And sometimes/hopefully not even that long.
** Anyone interested in my full thoughts on what problems exist in the design of those two games, or the examination of games that are closer to the D&D experience please let me know.
*** Not always the case
Quick Reply
Cancel
9 months ago  ::  Sep 29, 2012 - 10:10AM #524
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,206

Sep 29, 2012 -- 9:57AM, iserith wrote:

I've acknowledged everyone's preferences. I asked for an explanation for them. I've explained mine. Some of you have explained yours with something tangible other than "my feelings." So what's your point? 




I feel your explanations are circular and based solely on feeling. As you keep bouncing back and forth between "it should be player choice because it's a non-competitive game" and "a non-competitive game should not have win and lose elements". But no real reason for this other than "fun". The same thing we offered some time ago and you consistently denied it as a rational explanation.

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
Quick Reply
Cancel
9 months ago  ::  Sep 29, 2012 - 10:20AM #525
iserith
Date Joined: Jun 1, 2005
Posts: 5,510

Sep 29, 2012 -- 10:10AM, LunarSavage wrote:

I feel your explanations are circular and based solely on feeling. As you keep bouncing back and forth between "it should be player choice because it's a non-competitive game" and "a non-competitive game should not have win and lose elements". But no real reason for this other than "fun". The same thing we offered some time ago and you consistently denied it as a rational explanation.




Those are perfectly valid reasons for the preference, if you understand the game to be non-competitive. You do not, as you have stated.

Your explanations have been boiled down to (IIRC) "promotes metagame thinking" (which it does do) and "takes away the thrill of competition." The latter is arguable because it's a non-competitive game, but if you approach the game competitively as you've stated, then it's fair enough. Where I objected to people's explanations is when they boiled it down to "but... my feelings!" Feelings can have explanations. You've explained yours. I've explained mine. Others have not, but that's okay.

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
Quick Reply
Cancel
9 months ago  ::  Sep 29, 2012 - 10:27AM #526
Kerapalli
Date Joined: Aug 22, 2012
Posts: 176
How did this thread get so long?

Death is a mechanic, just like encumberance, or multi-classing, or skill challenges, or traps, or drowning rules, or anything else in the books. If the people at the table want to use it and it makes their experience better, use it. If they'd rather house rule it or ignore it completely, they're free to do that too. It's about doing what is right for your table and audience, not axiomatically following every word written by WoTC.  
Quick Reply
Cancel
9 months ago  ::  Sep 29, 2012 - 10:28AM #527
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,206

Sep 29, 2012 -- 10:20AM, iserith wrote:

Sep 29, 2012 -- 10:10AM, LunarSavage wrote:

I feel your explanations are circular and based solely on feeling. As you keep bouncing back and forth between "it should be player choice because it's a non-competitive game" and "a non-competitive game should not have win and lose elements". But no real reason for this other than "fun". The same thing we offered some time ago and you consistently denied it as a rational explanation.




Those are perfectly valid reasons for the preference, if you understand the game to be non-competitive. You do not, as you have stated.

Your explanations have been boiled down to (IIRC) "promotes metagame thinking" (which it does do) and "takes away the thrill of competition." The latter is arguable because it's a non-competitive game, but if you approach the game competitively as you've stated, then it's fair enough. Where I objected to people's explanations is when they boiled it down to "but... my feelings!" Feelings can have explanations. You've explained yours. I've explained mine. Others have not, but that's okay.




Actually, I've acknowledged time and again that D&D is non-competitive. But you can't seem to accept the fact that I also think it's completely okay for a non-competitive game to dictate losing conditions such as "death" to players, whether it be by dice, design, system, or DM intervention.

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
Quick Reply
Cancel
9 months ago  ::  Sep 29, 2012 - 10:34AM #528
iserith
Date Joined: Jun 1, 2005
Posts: 5,510

Sep 29, 2012 -- 10:28AM, LunarSavage wrote:

Actually, I've acknowledged time and again that D&D is non-competitive. But you can't seem to accept the fact that I also think it's completely okay for a non-competitive game to dictate losing conditions such as "death" to players, whether it be by dice, design, system, or DM intervention.




I'm pretty sure you said it was competitive. In fact, if memory serves, you were the first person to say it was competitive. I could go look it up, but that'll have to wait because I'm prepping for a game today.

Lots of people are perfectly okay with a non-competitive game dictating losing conditions. Lots of people aren't. Lots of people never thought about why it's dumb. Hopefully now they are thinking about it.

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
Quick Reply
Cancel
9 months ago  ::  Sep 29, 2012 - 10:41AM #529
LunarSavage
Date Joined: Jun 25, 2009
Posts: 1,206

Sep 29, 2012 -- 10:34AM, iserith wrote:

Sep 29, 2012 -- 10:28AM, LunarSavage wrote:

Actually, I've acknowledged time and again that D&D is non-competitive. But you can't seem to accept the fact that I also think it's completely okay for a non-competitive game to dictate losing conditions such as "death" to players, whether it be by dice, design, system, or DM intervention.




I'm pretty sure you said it was competitive. In fact, if memory serves, you were the first person to say it was competitive. I could go look it up, but that'll have to wait because I'm prepping for a game today.

Lots of people are perfectly okay with a non-competitive game dictating losing conditions. Lots of people aren't. Lots of people never thought about why it's dumb. Hopefully now they are thinking about it.




It's both competitive and non-competitive. It has both aspects.

And no, it's not dumb. Hopefully, you're thinking about why it isn't.

And lastly, you also seem to conveniently ignore the fact that I've also stated that you and I have deferring ideas on what the DM's job is. It's a fundamental difference and probably the core of our problems. Lastly, the bolded part is the perfect example of why people perceive you as an arrogant jerkbag.

My username should actually read: Lunar Savage (damn you WotC!)
*Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb.
http://asylumjournals.tumblr.com/
Quick Reply
Cancel
9 months ago  ::  Sep 29, 2012 - 10:52AM #530
Shaddylogic
Date Joined: Aug 23, 2012
Posts: 167
D&D as stated in previous posts is a game about story telling. You sit around with your chosen colleagues to come up with a story one way or another. Different groups may have slightly different ways of going about this, whether it's combat-centric or non-combat centric but it ultimately boils down to story telling.

So how does this relate to our larger discussion of Death within D&D?  Within a story death sets a major event for characters.  When someone dies their story is over, and when the character witnesses  or hears of a death it, depending on the framework and scale, it sets the stage for how they will react to new/current events.  Death itself is not the only thing that can play a role concerning death in a story, threat of death also guides characters to react certain ways to certain situations and events.  Lack of death can also create interesting avenues for the story and will likewise shape a character's personality and reactions of them and people around them.

We still don't really have enough information to define death within story telling capability though.  It mostly stems from the fact that D&D as a story has every player as both author and reader.  As a result the very nature of death would have to be resolved within the confines of the story that it was created.  As a result there is no exact right answer to how death should be resolved from a story standpoint except in way that best enhances the story.

So were does this bring us with relation to death within D&D?  It comes down to player perspectives.  However this then raises the issue with the fact that their are player number of authors at the table for the story, and who has the rights to write certain parts of the story a certain way.  In many ways the discussion of Death as a story element is not complete without some discussion of how authors write stories based upon earlier agreements.  However it is of my opinion that such a topic would be best elaborated elswhere rather than continue to fill this one.


If anyone would like me to elaborate on these ideas I'd be more than happy to.  Additionally let me know if you'd like me to anaylze the aspects of multiple authored stories.   
 
Quick Reply
Cancel
Page 53 of 57  •  Prev 1 ... 51 52 53 54 55 ... 57 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing