QUOTE(McBadgere @ Apr 11 2014, 01:02 PM)

QUOTE(Callidus Thorn @ Apr 11 2014, 09:26 AM)

For me, no DiD=no character. If I'm just reloading when they die then they're an avatar, not a character.
@'Rocu: I do not not post-and-run.
I am a sometime practitioner of hit-and-run posting.
Personally speaking...I just don't understand that...I know I'm a bit wrong in the head...But I can't get it at all...
If I make up a character that I like the look of, I'm gonna wanna play that character...If by my own mistake it/they wind up dying then I'm not going to simply give up on it/them...That's just wasting time and effort...If all you've lost is a couple of minutes, from walking in through a door or fast travelling then I can't see any real genuine merit to not reloading...
This is the whole immersion thing that I've ranted about in the past...Along with railing against those that rant about fast travelling and not stacking, or even
using carry weight spells...
They're in the game, it's a function you can use...Stop whining...
AAAARGH!!!...Now you've gone and made me all offensive again!!!...*Sigh*...

...
Thorny...I'm not having a go at you at all...I just don't understand Dead Is Dead...It makes not a bit of sense to me...Anyone else that does it, fine! Awesome!!...I just don't...
Let me try explaining it better:
I find that playing DiD makes the game so much more intense, that going back from it feels like putting an unnecessary layer of seperation between myself and the character, and to an extent, the character and the game. Becuase I know that unless I decide otherwise, nothing in the game can truly harm my character.
It's like roleplaying an avatar of Akatosh, in the event of death, rewind time and do things differently. So when you try again, your acting on information the character shouldn't have, since they didn't go wherever it was they were killed. So doing things differently is motivated by the player, not the character. For me, that's a big no-no when it comes to roleplaying.
And then there's the difference in how it makes the game play. For example:
Taking Tarvyn Dralor through Vilverin the other day. Had I not been playing DiD, he'd have been moving less cautiously, using a dagger as often as the bow. I'd never have thought to use an open spell to light the path ahead, nor discovered that skeletons won't notice it even when the spell hits them.
So because I know that my character is such a glass cannon, and that any fight might be his last, the whole of Vilverin felt so much more atmospheric. One hasty step could alert an enemy in the shadows, that were too dark to see into. One mistimed step with the swinging blades could fillet my character. One moment when my stealthy glass cannon wasn't as cautious as he should've been, could have meant his death.
Here's a thought, give this a try: Take your character to
Barren Cave, just branch it off from your game temporarily. Try and clear it in one run, without reloading, doing as much as you can to keep your character alive without going out of character. Then try and clear it out as you would normally, reloading in the event of death. See if you find the two to be different experiences.