@Arkandel said in The Great PC Death Dilemma:
At that point, yes, I'd argue the game had been aimed toward the 'max level'. However the effect that had, combined with death being quite possible (especially in nWoD rules where damage was so very bursty) was that most oldbies just didn't risk their characters.
Let me present a different perspective, as someone who very often gets a "max level" PC (because I tend to stick to one game for a long period of time, if I am there for over 3 months).
As an "oldbie," I was never adverse to losing my PC. I honestly have never met any player who said, flat-out: "I don't want to be involved in this because my PC might die." I have stuck many of my WoD PCs, like Maddy (Echoes in the Mist), Clarice (Fallcoast / Fate's Harvest), and Shrike ( ... gah, it was that Mage game) into very deadly situations where they could have gotten gacked easily. And I did this whenever I could because their stories pushed in that direction.
The key term there is "whenever I could".
If I, as a player, am unable to get into plots that could result in my PC's death, then the fact that I seem to avoid risk is a matter of scheduling. It is also a matter of there being a lot of other folks out there who are maxed out or whose power level exceeds my PC's powerhousing their way through a plot (because my PCs -- yes, even Shrike -- tend to be stealth-avoidance tropes). I therefore often find the argument that Dino PCs are risk-adverse to be erroneous.
So I think it is a better policy to:
- Use a system that eliminates the power gap, like FS3;
- Adopt an advancement policy or system that puts PC into development paths that have flaws, like D&D; or
- Adopt an advancement policy that has a moveable cap on power level.
Under such systems or policies, player-motivation is no longer a factor, in my opinion.