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I leave you with this cliched, and wrong, fable on why players should never split the party (hint: it the result of bad setting design):
"When PC death is permanent, whether due to play style or your RPG/setting of choice, it can be a huge blow to the player who’s impacted. Why should this happen as a result of what’s supposed to be a leisure activity?"
"Guys. Our marketing shows that most people play this game for about two years, get tired of it, usually because they can't make much sense of it or they just get interested in other things. So we've got to come up with a marketing strategy that plays to the greatest number of properties sold in the shortest possible window of the new player's interest. I suggest that we should make efforts to simplify the game, bringing it down to the level that nine and ten year olds can play, then hammer with lots of images, miniatures and visual aids on cheap mediums, while bringing the game stores around to selling the notion that 'game nights' can bring families together. Then, our bigger marketing plan will be to sell to parents, who have never played and know nothing about D&D, given that the old 80s satanic scare is mostly forgotten by this generation of parents. To sell to parents, we've got to push the media to write lots of puff pieces about D&D that don't actually talk about the game, encouraging parents to buy without looking at what they're buying."
|Go give Travis Hanson some money. He's doing good work,|
and there are so few of us.
|Resist the denial of reality.|
|How to Write Approved Canadian Literature|
"I've written in the past (more than once, I'm sure) that "there's more than one way to play D&D." But folks inferring some sort of non-judgmental, egalitarian declaration should note that I'm NOT saying there exists more than one RIGHT way to play D&D. Truth is, I secretly believe that many of the multiple ways in which folks run the game of D&D are wrong, some of them dead wrong."
DM: All three of you get a sudden sensation that something has approached you; it is nearby, perhaps ten or twenty feet away, and breathing regularly. But a quick scan around reveals nothing.Josef: I drop my pack off my shoulder, and take my mace in hand, while looking around more carefully. I look specifically in the direction from which we came.Delfig: I’m going to retreat quietly – as noiselessly as possible – away from the now-arming Josef and the noise, shaking my head.