You do get better trinkets, but you can simply buy trinkets. Raising the overall level of your characters raises the level of the quests without significantly improving the rewards, so it's actually a bad thing to do until you've fully upgraded everything. Then you dismiss them, get 4 new guys (who replenish immediately) and start anew. It's even encouraged to just run random mooks through torchless runs, because it nets you more than enough income to build up your Hamlet. And as they're the only thing you ever risk losing, losing the game is never part of the equation in the first place. They aren't a component of your win/loss condition. In this respect, the lives of your characters don't actually matter. You're supposed to randomly throw characters at dungeons until you build up enough resources to actually support a fully leveled team. You could argue that this essentially qualifies as a losing condition since it's a reset of sorts, but you retain every upgrade in your Hamlet. The second is that while you can lose your characters, you can simply build up a fresh batch like nothing ever happened. It would be demoralizing if you could actually lose. The first is that a normal playthrough is actually quite long. Darkest Dungeon loosely adheres to these principles, but deviates in some pretty significant ways. That is, they're short, heavily randomized, and come with a large degree of risk because you'll lose everything and have to start over if your character dies. I'll explain: roguelikes are generally characterized by a degree of replayability coupled with permanent player death. It markets itself as one, but it's pretty much a grinding simulator with some RPG elements.
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