@lithium said in Heroic Sacrifice:
And I know for a fact, a LOT (relative to my perspective) of people never played on TGG because of the short campaign length.
Oh, yes, I agree. I must have misunderstood your point. All I meant is that there are many people who will cling tenaciously to their character in a long-running campaign but at the same time happily take risks and sacrifice themselves in a short-running campaign. These people are not polar opposites, they're just behaving differently in different environments.
@kestrel said in Heroic Sacrifice:
So for me, this is very much a key aspect that needs to die. ... This is a good example of something I see as a game culture issue. Ideally (in a perfect, utopian MU) people shouldn't be focused on 'my story' — this is hero-think; protagonist-think. It should be first and foremost about the story, and sometimes for the benefit of the story, an important character has to die, or suffer.
I don't think you can kill that part of the culture though. It's been fed by decades of RPG culture, video game culture, and media culture - all of which is what we (as a collective) base our games on. We use RPG systems. We retell stories from books, movies, etc. that are often about the Hero's Journey, the awesome badass(es) who may struggle a bit but ultimately save the universe.
Trying to fight that culture through incentives, I think, will just lead to what @Pandora and @Seraphim73 said about making "losing the new winning", with people just min/maxing their failures in order to build more success.
Incidentally, it's funny you mention FS3, because in FS3 you never die unless you consent to it. (And hardly anybody does.) I've seen far more sour grapes and whining about how someone wasn't as badass as they thought they should be in +combat than I ever have people taking creative license and failing/struggling in an interesting fashion. The stuff you describe exists, but it's a minority.
So I think you'll get more success just by trying to attract the scattered folks throughout the hobby who are already craving more of a story environment than by trying to bribe people into playing a completely different style of game than the one they want to play. As @Lithium said - find like-minded people and cater to them. Even if, as with TGG, that's just a small group.
Side note - Cooperative tabletop games work by making it all about the group rather than the individual. The group wins or loses together. You're investing in the group, not in your own character. There are mechanics that make it easy for you to trade cards or moves or whatever so you can enable somebody else to do something that furthers the group's agenda more. I have no idea how you'd try to apply that concept to a game with dozens of individual characters played by strangers on the Internet, but food for thought maybe.