watergoesred on Question 5 wrote:At first I thought this just repeating question 1 (i.e. importance of winning). I can see parallels, insofar as keeping your character alive is a solid way to "win" some games. But right now I can see this question has a little more depth.
The more I think about these questions, the more I consider that they'd be better used in the context of a group trying to decide what kind of game
and system to play, right from the outset. This question is a good example of that. Some systems emphasise that the player should make wise choices to ensure that their character survives. This is fairly typical in "deathtrap dungeon" games, where the game would be littered with puzzles for the players, through the lens of their PCs, to solve. Quite simply, if you made a bad choice the system would punish you. There is a certain skill, I think, in playing games this way that can only be learned through playing them.
However, this isn't the case with most other games. Most of the time, PC survival is de-emphasised over things like story. A good example is
Call of Cthulthu, where the system itself is intentionally toxic to the PCs. The more exposed a certain PC becomes to occult features in the game, the closer she gets to becoming unplayable and the object of the game is to investigate occult happenings. From a "PC survivalist" point of view, this is self-defeating - why play a game where the more you play, the more chance of your PC dying or suffering some other horrific fate? But the emphasis is on the story here - the group is interested in what else the PC can achieve, if survival is more or less off the cards.
A game were PC survival isn't even a concern is pretty rare, but a lot of collaborative systems like
Dirty Secrets and
In A Wicked Age have trappings of this. In Dirty Secrets, there is only one protagonist who is central to the game - every other character is secondary and their survival is not a concern. Because players can rotate between playing different characters, everyone still gets the chance to advocate for a character - just not a character that is "theirs". While players get assigned characters in In A Wicked Age, there is no guarantee that a character will return for another session, or even survive. Indeed, the We Owe mechanic is a nifty method of determining which characters continue on in the game and which don't.
So, what I am saying is that this question is highly dependent on what kind of system the group wants to use. If everyone chose answer three for Wild Talents, I'd say we might be using the wrong system, given that it took us two and a half sessions to make characters. Luckily, they didn't, so I am off the hook for that one!