this post was submitted on 12 Nov 2023
21 points (100.0% liked)
rpg
3179 readers
38 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
The conversation around this topic always seems directly or indirectly framed around a zero-sum framing: what's better and what's worse? Which side wins? Even if you disagree with the premise, that's what's shaping the conversation. I don't think the article suggested there's a "correct" answer, but it was clearly inspired by people who think the author was doing things wrong.
It can simultaneously be true that there are successful long-term campaigns with and without high character turnover due to death. It's a mater of personal preference and successful execution. The only thing categorically false is the idea that character deaths, in and of themselves, are inherently bad for long-term play.