Elennsar wrote:If you want to play a game where you're battling against competent opposition, you should risk losing.
What does losing mean to you? Does it mean the characters end? Does it mean they fail their mission?
Because I have no problem playing in a roleplaying game where Bad Stuff™ happens - my character gets wounded, kidnapped, robbed, had her spirit disconnect from her body for a few months, shot, stabbed, raped (the DM asked me about this one first), lost loved ones, blackmailed, etc, etc.
But I do have a problem when the story ends because she dies permanently at random. That sucks.
Elennsar wrote:Conan -could- fail to block an attack, but doesn't. Conan could get stabbed in the heart, but isn't.
But Conan doesn't know that he's a character in a book with an author who just makes sure he doesn't get stabbed in the heart. Likewise, the
characters don't know that they're part of a roleplaying game where the ultimate storyteller might do something to keep the story from ending because the dice rolled badly.
Boolean wrote:Personally, I think herosim should generally involve an element of *risk*. But risk doesn't have to be risk of death. It can be risking the lives of one's family, risking one's chance at happiness, risking pain and suffering, risking the loss of possessions, or risking humiliation and dishonor.
QFT.
I'm a big fan of heroes who come out different on the other side. I really don't like stories where the hero is untouchable and through all the adventures stays exactly the same. Across the course of a game (not a single session, necessarily), enough stuff should happen to make the characters evolve - both ability-wise and personality-wise. It's because I like to see evolution that I don't like the characters to die - how are they supposed to make the change if the turnover rate is high? Why would a player invest anything into actual personality if that character means nothing in the long run?
If the only thing a character risks is death, I don't want to play. It's not
real enough. I see the threads about the laws of physics of a fantasy world and I shrug - for me, what makes or breaks the world are the characters in it, not how gravity works. I couldn't care less what the DM tells me about how gravity functions, but I absolutely do care about participating in a world that can interact with my character - affect and be affected by her. Having death be the only threat would be ignoring most of my character - her family, friends, personal history, job, phobias, likes, whatever. It's too shallow.
Elennsar wrote:No it isn't. Does it cause him any hurt, discomfort, or disturb his life style in any way? NO!
That's not a sacrifice.
You asked if it was generous. It is.
I went and looked up generous and didn't find sacrifice in the definition.
I went and looked up sacrifice and there seems to be a poorly explained sense of loss that's supposed to accompany giving something up, so I'd probably say giving up millions isn't a sacrifice for Mr. Gates, but giving up his time to go help people is.
Incidentally, for those interested in random trivia, apparently, one of the definitions of sacrifice over at merriam-webster.com is
to kill (an animal) as part of a scientific experiment. Who knew?
Elennsar wrote:However, in neither case are you remotely as heroic as someone who would face the same thing but who is actually in peril of something other than his own pyschosis (which could potentially be dealt with).
Dude. Dying isn't heroic.
Let me repeat that because you clearly haven't grasped this.
Dying is not heroic.
The heroic part comes in when you have considered the motivation for the character's actions. And that means that being heroic is first and foremost an aspect of personality and character, not physical action. This means that dead people can have died under heroic circumstances, but it also means that a hero who suffers hurt to himself in the form of drama (rather than a broken leg) is still heroic.
You seem to be wanting to define heroism as self-sacrifice. And you seem to be defining self-sacrifice as a literal sacrifice of the self. And you seem to define self as "body." But a person is way more than just their body. A person is
defined by their personality. Epitaphs don't say things like "Here lies Deirdre Winters. She had two arms, two legs, two eyes, two ears, a nose, and a mouth." Epitaphs talk about the
character of a person - the things you can't see: "Here lies Deirdre Winters. She dedicated her life to making sure people who never even knew her were safe and happy." A hero who sacrifices their sanity loses just as much of their self as a hero who has died. The only difference is that the dead hero's story is over. The insane hero's story may or may not be over.
Elennsar wrote:Because Conan CAN fail.
This is the second discussion where you conflate the characters with the people who play them. The
players may know they're not going to die. But the
characters don't. And that's no different than in a book where the author knows the character won't die, but the character doesn't.