Death is the end of a story, in most cases. Unless it’s a direct mechanic in a story it can feel like “the end” for players as well. When you present a different option, other than death, to a critical or dramatic moment it gives the player the option to keep the story going. But is this a trick or does it cheapen the experience or make the challenges feel less threatening? Tonight, Rob and Sara will be discussing what “consequences” can do to change the threat of death and bring about more exciting and dramatic shifts in stories and why it might make the game better.
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