@RedRocket said in The 3-Month Players:
You had to struggle to become enough of a bad-ass not to have to live in fear all the time. I can not emphasize enough how important that feeling of progression is to the health of a game.
Many players enjoyed DarkMetal.
Many other players wouldn’t touch it with a 10-foot pole because that style of gameplay holds no appeal to them.
TGG was a game with permadeath, trivially easy chargen, XP-based progression, stakes, drama, rotating “seasons” to keep things fresh, and the some of the most impressive immersive code systems I’ve ever seen. It still had a lot of player turnover. (and about 10 very passionate core players)
People want their actions and choices to matter. … It’s the same reason people add stakes and drama to TV shows. If nothing changes, there is no point.
This I agree with, but routinely killing your PCs off is not the only way to accomplish this. There are plenty of successful TV shows that avoid the Game of Thrones style of knocking off main characters left and right.
There is no one-size-fits-all game.