kintire said:
I also think it's the likelihood of death that creates "heroic" characters - not statistical unlikelihood. Of course that's just a question of gaming style and philosophy.
Actually, the likelihood of death does not create heroic characters. It creats corpses.
Yes and no. People have a habit of thinking the following:
A heroic character faces death despite low odds of survival. An unheroic character only fights when there is almost no chance of dying.
In old school role-playing most characters die but some survive the odds and become heroic. So, for some people, if a character faces a combat that is highly unlikely to kill it, that character is not doing something heroic.
Developing heroic characters requires that the characters survive long enough to develop heroism. If you are running a combat heavy game, they may be taking 10-20 attacks per session. If there is a significant chance of death as a result of each attack, the character's career will be short: one session for a 10% chance, ten sessions for a 1%. If you are going to have a heroic campaign with characters that last a reasonable amount of time the chance of death to a given attack needs to be actually quite low, and ensuring that is a legitimate concern.
So what we have, basically, is a deep-seated debate about what "heroic" actually means. In storytelling games, the characters are unlikely to die due to game rules but may die due to demands of the story. In simulationist games, most characters die early due to dice rolls but some survive to become heroes.
MRQ is a hybrid game where PCs can die due to dice rolls but the PCs have some storytelling protection through Hero Points. MRQ is also slightly less lethal than other versions of RQ so PCs won't need protection quite so often. D&D has moved from old-school random selection - a hero is simply someone who survived - to a more storytelling ethos.
I guess what the OP's players like is watching the characters grow and develop and they don't particularly want to have to roll-up new characters every few sessions because they got "unlucky" with some dice rolls. Complaining that the OP's players don't like what you like is just One True Wayism.
Personally, if they were my players I would say let's just do RQ as something different and maybe run 3 or so linked scenarios. I would give them extra Hero Points and I would go a little easy on the players. Basically I would use Hero Points as my players survival mechanism, not extra Hit Points. No guarantee they'll like it but worth a try.