First, I can't believe that you guys are getting so caught up over a single word.
The fucking Dictionary wrote:par·i·ty  [par-i-tee] noun
1. equality, as in amount, status, or character.
I didn't think that it was so hard to extract contextual meaning. I guess I should have actually typed out "
resolution parity"; or even gotten all verbose about it and typed it out with qualifying prepositional phrases, i.e., "parity
in how the rules are applied". And then done that over and over so that the context wasn't forgotten. I'm sure that there is probably a better word to use, but it's the one that happen to have come to mind at the moment, so that's the one I used -- get over it.
Oh, wait .... it appears that Stubbazubba got it. Thank you, Stubbazubba.
For the rest of you, if you need me to use a different word, then just tell me which one you want me to use. (of course, I guess at this point, "the rest of you" really only applies to PL and DSM ... huh, oh well)
Stubbazubba wrote:wotmaniac wrote:
Oh, okay -- so the only way to model a good story is to remove the existence of the "death" condition from the fucking game?
And even if you're not saying that, that statement is so subjective and myopic as to be
complete gibberish.
Oh, but you actually
did just essentially say that an enforced death mechanic is necessarily antithetical to modeling a "good story". Talk about your One True Way-isms ...
?? Are you kidding??
That was a response to
that specific post. Particularly, this part:
OK, yeah, when I say the ever-present chance of PC death is a bad rule, I mean it doesn't accomplish what a cooperative storytelling game should do; model a good story. I think I said that in, like, my first post in this thread.
Surely you can see how that can be honestly interpreted as being your thesis for this thread?
As for all the other quotes you have just presented .... look, there's been a lot of stuff thrown around over the last 11 pages; it's easy to forget everything a specific person said and just as easy to mix up exactly who said what (and no, I'm not going to filter through the entire thread to cross-reference everything that everybody says). And, to be fair, I think that I did indeed lump you and Fuchs together as holding the same position. Even-stevens on this one?
You have deliberately misinterpreted one thing I said and then ignored the rest in order to attack my character in some vain attempt to convince everyone that [...]
I thought that was the way shit was supposed to happen around here.
On a serious note: I
deliberately did no such thing. IOW, see the above mea culpa.
Further, in that last defamatory bit, the word "you" was meant to be generic; however, after having gone back and re-read it, I can certainly see how that would not be apparent.
As to the rest of your post ..... yeah, just see above. That one quote of yours is what really caught my attention, and I really zeroed-in on it. Everything of mine that you're rebutting at this point is indeed based on that.
That being said, go back and look at
my first post -- it's the 3rd reply to the OP. I think it might have been Fuchs (or someone arguing something similar) that sent me over the edge -- which, incidentally, has colored my entire approach to this thread. When I saw that one bit from you, I quadrupled-down and got lost in the weeds in the process.
@ModelCitizen:
I don't think that Oberoni really applies here -- Oberoni is about "it ain't broke because I can fix it"; this is more just about "this is how I adapt the game to my own purposes". There is a distinction.
DSMatticus wrote:Look at the don't die example: your party survives by casting cause fear on the goblins. They run away and survive. You didn't die and neither did they. That puts both groups in the success state you defined. And the hilarious part is that this is surprisingly fatal to your argument, because if you redefine the failure state to include non-fatal defeats your own parity argument kicks in to allow for non-fatal party defeats!
Semantics issues aside .... the point of that was, in part, to simply explicate the fact that I do indeed recognize that "life/death" is not the only success/failure states in the game -- that was in response to the continual strawmen that keep popping up. The other part of the point was to try to tie this in with an over-all bigger picture of the game as a whole, in an effort to draw similarities. In the end, I was trying to show the importance of having the system be consistent in applying its rules.
And then, let's show examples in D&D where your parity is already defied: the lich. The phoenix. The ghost. They don't fail "not dying" when they hit 0 hp.
Exception fallacy. These are specific creatures that happen to have their own rules for certain things. This does nothing to discredit my point -- "exception creatures" have a specific role in the game that is outside the scope of this discussion.
wotmaniac wrote:Oh, okay -- so the only way to model a good story is to remove the existence of the "death" condition from the fucking game?
For someone who talks so much about strawmans you seem to think everyone you're arguing with is Fuchs.
No, that's both the legitimate converse and necessary implication of what he actually said.
That being said, I think that I've already covered anything else that I might need to say about this.
There are basically three positions you can hold here; "PC death has to be on the table" (Lago) "PC death has to not be on the table" (Fuchs, with the caveat that he has said that's just his cup of tea, though he is very adamant that the games he play in be the right kind of tea), and "PC death doesn't have to be on the table" (basically fucking everyone here). Note that the last two are distinct. "Doesn't have to be" is not the same as "has not to be." I may be wrong, but I don't think stubbazubba is arguing you can't have PC death. But you are arguing you have to have PC death if and when you have NPC death (lol).
I'm saying that the game needs to be consistent in how it imposes outcomes.
wotmaniac wrote:but you insist "PC death = wrongbad", that's bullshit. It's a demonstration of the character flaw in which you're perfectly fine with dishing it out but don't have the balls to take it coming back at you -- they teach that shit in goddamned kindergarten. "I win, or fuck you" is not a valid fucking position or attitude to have.
wotmaniac wrote:Stubbazubba wrote:You don't think that D&D should have any other resolution states than "die" and "win."
Nobody is fucking saying that. Not once in 10 goddamned pages. Stop that shit.
I can't stop laughing. It's too perfect. It's literally the next paragraph. It's amazing.
The broader context is really important here.
First, I had just dedicated an itemized list (though not anywhere near exhaustive) to demonstrating that there are indeed more resolution states other than just "die" and "win". Second, I was responding to a particular kind of attitude -- a response that, in no way what so ever, neither precluded nor ignored the existence or validity of multiple resolution states.
So, I'm not quite sure what your real point is.
@PhoneLobster:
Just stop. I'm not interested in playing your silly fucking games. I'm not gonna spend 5 pages trying to lead you by the nose with further clarifications, because, as you have proven multiple times in the past, no amount of clarification will satisfy you; and the more I try to clarify, the more you will go out of your way to distract issues with increasingly-contrived semantics bullshit -- heavens forbid you actually approach a conversation with anything resembling good-faith intent.