I am less interested in categorical distinctions between RPG game designs than I am in those that describe what actually happens during play. This is part because, as a designer, I’m more interested in providing tools that work than in adhering to an aesthetically or theoretically coherent framework. It also goes to the old saw about the rules not
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By making the question "what price are you willing to pay", that let's the story justify the risk.
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I don't think a game needs to serve all players equally. I don't think a game CAN. And often, I don't want my games to serve that particular sector; for them, there's Rolemaster, et al.
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So, for more dramatic play, either don't allow character death (and make the tactical risk something else) or don't let character death stop play.
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Part of that could be due to the pre-gens, the goals and aims ot those characters are very clear and the scenario is geared up for them to risk everything to get there goals.
Another part is the fact that they are pre-gen characters, the players have not invested any time in them at all [aprt from this game].
The other part is the 'spirit' of the game. This is part across by the GM and the other players joining that game. Most are strangers to each other and will play the 'character' more instead of going through all the motions and issues that they have in their home games.
I not sure if this helps though?
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I refer once more to last Continuum and the Char-Un HQ game in which every single PC died, usually at the hands of another PC, and generally aiding and abetting each other so as to make the deaths as dramatic as possible. That's got to have been one of the most fun games I've ever played in, but there's no way it would have worked as part of an on-going campaign.
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During the first few play sessions, my players would describe their actions, then give me this begging look and ask how many stunt dice do they get.
After about 7 games, they were vividly describing their crazy actions and completely forgetting their stunt dice altogether, and I would go "would you like some extra dice to help you jump on the monks head and kick his master?"
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