
Originally Posted by
KA.
The four-color genre is not about life and death, it is about right and wrong.
Villains are not going to kill you, they are going to do things that cause harm to innocent people, if you do not stop them. If your character is developed properly, with the proper background, there should be reasons built in as to why you would be willing to sacrifice yourself to help others.
The sacrifice itself is just as important as winning.
Every time a hero takes a punch, it is one less that would be thrown at an innocent citizen.
While your character will only die under extremely unusual circumstances, it is par for the course for them to be punched, kicked, blasted, thrown, knocked unconscious, kidnapped, put in deathtraps, and generally beaten to a pulp. These elements move Superhero stories along.
If Spiderman beats the Green Goblin the first time they fight, how will he ever hear about his Master Plan?
If Reed Richards pulls out the Ultimate Nullifier when Galactus is still a light year away, how will he hear about the tragic fate of The Silver Surfer?
This is not a game of checkers, we are trying to tell a story. Part of that story is the hero, after taking a beating and licking his wounds, heroically rising up to fight again. Hiding, sniping, and running away short circuit all of that. Which means they also short-circuit the fun of the game.
Read comics! Take a look at some of the Marvel Essentials or DC Archives.
Heroes take a pounding all the time, it is what makes them heroic. Anyone can snipe with a rifle from 600 yards away, it takes a hero to take his lumps and keep on fighting. This isn't about winning, the only way to win is for everyone to enjoy themselves. Four color role-playing isn't playing chess, it is more like making mud pies. You can't stand back with a long stick and try to keep your shoes clean, you have to wade in and get your hands dirty.
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