@Ghost said in Where's your RP at?:
@Misadventure A question I have not answered because I think my input is moot. I gave an example in relation to AllFleshMustBeEaten further back, and would rather hear from other people since I have no issues with risk.
I find zombie and zombie apocalypse boring as fuck, generally.
Which just means I'm not the target audience, and there are LOTS of games I'm not the target audience for which are very viable (I feel like my instincts for what I want to play are often counter to what would make a big game). That said, since this was the question, I'll provide an answer.
I gave up on The Walking Dead because it just got boring to me after awhile. I find it to lack a larger 'story,' other than the character's surviving another day and postponing the inevitable. For two or three seasons I was cool with this, but as it went on I just wandered away because hopelessness, at a certain point, isn't an arc. It's just hopelessness. I find the characters shallow and am not interested in their relationships, precisely because they're designed to be somewhat disposable. Ultimately, for all its sins, Game of Thrones' ability to make me invest in new characters like the Viper while still maintaining an ability to pull the rug out from under the audience is what makes me respect the hell out of its writers and keeps me coming back. But this is a high-wire trick that even most professional writers and showrunners can't pull off, let alone most MU* GMs.
Even The Greatest Generation suffered from lack of characters I cared about at various points, and I had far less fun in those campaigns. It worked best for me when people REALLY gave a shit about whether or not their character lived or died. Which, I'm fine with building something up just to have it torn down. That's tragedy, but tragedy can be great drama, and I enjoyed playing it. But some people didn't and idled out when their favorite characters died, and I can't say they were wrong. Not only was their investment gone, I can think of several cases where the campaign was lesser without that character. Not that player. That character. In persistent environments, relationships are what makes this stuff meaningful, and when that's gone it's not easily replaced.
All this is to say, I have no problem with character death. I have zero interest in making a disposable character for a 'hard core' GM who's going to run a Walking Dead-style MU*. I doubt I'm the majority. The Walking Dead is very popular, and post-apoc with a high bodycount in general is enjoying a pop culture moment right now. I won't even argue that you don't need character death in a setting like that. I think you do, because occasional meaningless death is a part of the point. But it ain't my bag and there's why.