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	<title>Comments on: The Timely Demise</title>
	<atom:link href="http://gameplaywright.net/?feed=rss2&#038;p=1223" rel="self" type="application/rss+xml" />
	<link>http://gameplaywright.net/?p=1223</link>
	<description>games, stories // digital, analog, everything</description>
	<lastBuildDate>Tue, 07 Sep 2010 03:25:14 -0400</lastBuildDate>
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		<title>By: Jeff Tidball</title>
		<link>http://gameplaywright.net/?p=1223&#038;cpage=1#comment-19320</link>
		<dc:creator>Jeff Tidball</dc:creator>
		<pubDate>Tue, 09 Mar 2010 16:19:26 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=1223#comment-19320</guid>
		<description>Right on, Queex.

&lt;i&gt;Dogs in the Vineyard&lt;/i&gt; was revelatory, in linking the potential for danger to the strategy you wanted (or were willing) to try.</description>
		<content:encoded><![CDATA[<p>Right on, Queex.</p>
<p><i>Dogs in the Vineyard</i> was revelatory, in linking the potential for danger to the strategy you wanted (or were willing) to try.</p>
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		<title>By: Will Hindmarch</title>
		<link>http://gameplaywright.net/?p=1223&#038;cpage=1#comment-19248</link>
		<dc:creator>Will Hindmarch</dc:creator>
		<pubDate>Sun, 07 Mar 2010 18:13:20 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=1223#comment-19248</guid>
		<description>Chuck, I arranged to slay a &lt;i&gt;Vampire&lt;/i&gt; PC after a few sessions in my first &lt;i&gt;Requiem&lt;/i&gt; chronicle at the White Wolf offices. The player only had a few weeks available to play, and I wanted to show that I was serious about the threats my NPCs made. So I gave the players a legitimate chance to talk down these NPCs, to keep them from setting fire to the PC in question in a basement apartment, and that chance failed. PC, dead.

I remember the players investigating the murder because, I think, they didn&#039;t believe their ally was gone. I think it was pretty effective.</description>
		<content:encoded><![CDATA[<p>Chuck, I arranged to slay a <i>Vampire</i> PC after a few sessions in my first <i>Requiem</i> chronicle at the White Wolf offices. The player only had a few weeks available to play, and I wanted to show that I was serious about the threats my NPCs made. So I gave the players a legitimate chance to talk down these NPCs, to keep them from setting fire to the PC in question in a basement apartment, and that chance failed. PC, dead.</p>
<p>I remember the players investigating the murder because, I think, they didn&#8217;t believe their ally was gone. I think it was pretty effective.</p>
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		<title>By: Chuck Kallenbach</title>
		<link>http://gameplaywright.net/?p=1223&#038;cpage=1#comment-19189</link>
		<dc:creator>Chuck Kallenbach</dc:creator>
		<pubDate>Fri, 05 Mar 2010 21:11:57 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=1223#comment-19189</guid>
		<description>Les Smith told me once that he liked to kill off a PC early in an RPG campaign. Sometimes, even arranging it with a confederate player. Then, throughout the rest of the campaign, when somebody said, &quot;Oh, Les never kills a PC,&quot; somebody else would say, &quot;Oh yeah? Remember when Bob died right when we started?&quot; This is also the Thunderbird in the new X-Men plan, bunch of new characters, one dies. Sometimes, you have to blow up Alderaan to make your point.</description>
		<content:encoded><![CDATA[<p>Les Smith told me once that he liked to kill off a PC early in an RPG campaign. Sometimes, even arranging it with a confederate player. Then, throughout the rest of the campaign, when somebody said, &#8220;Oh, Les never kills a PC,&#8221; somebody else would say, &#8220;Oh yeah? Remember when Bob died right when we started?&#8221; This is also the Thunderbird in the new X-Men plan, bunch of new characters, one dies. Sometimes, you have to blow up Alderaan to make your point.</p>
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		<title>By: Queex</title>
		<link>http://gameplaywright.net/?p=1223&#038;cpage=1#comment-19182</link>
		<dc:creator>Queex</dc:creator>
		<pubDate>Fri, 05 Mar 2010 18:10:01 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=1223#comment-19182</guid>
		<description>One of the RPGs I wrote last year had the conceit that the player can decide how much danger his character is in. Each level of risk he shoulders makes him more effective in the fight, but makes the consequences of failure more severe.

So, a character can only die if the player is complicit in his demise- presumably because he really wanted the extra dice in a dramatically appropriate situation.</description>
		<content:encoded><![CDATA[<p>One of the RPGs I wrote last year had the conceit that the player can decide how much danger his character is in. Each level of risk he shoulders makes him more effective in the fight, but makes the consequences of failure more severe.</p>
<p>So, a character can only die if the player is complicit in his demise- presumably because he really wanted the extra dice in a dramatically appropriate situation.</p>
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		<title>By: Jeff Tidball</title>
		<link>http://gameplaywright.net/?p=1223&#038;cpage=1#comment-19087</link>
		<dc:creator>Jeff Tidball</dc:creator>
		<pubDate>Wed, 03 Mar 2010 16:52:57 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=1223#comment-19087</guid>
		<description>@Will — That&#039;s funny. Hit points are such an obvious expression of what I described that they didn&#039;t even occur to me. I was explicitly thinking of the free re-roll mechanic my old &lt;i&gt;Rolemaster&lt;/i&gt; group used to use. Given the possibility of sudden (and unsatisfying) death in that system, every PC got one free re-roll of an otherwise deadly critical hit per session.

I like your death time-shifting mechanics a lot.</description>
		<content:encoded><![CDATA[<p>@Will — That&#8217;s funny. Hit points are such an obvious expression of what I described that they didn&#8217;t even occur to me. I was explicitly thinking of the free re-roll mechanic my old <i>Rolemaster</i> group used to use. Given the possibility of sudden (and unsatisfying) death in that system, every PC got one free re-roll of an otherwise deadly critical hit per session.</p>
<p>I like your death time-shifting mechanics a lot.</p>
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		<title>By: Will Hindmarch</title>
		<link>http://gameplaywright.net/?p=1223&#038;cpage=1#comment-19086</link>
		<dc:creator>Will Hindmarch</dc:creator>
		<pubDate>Wed, 03 Mar 2010 16:45:34 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=1223#comment-19086</guid>
		<description>@Jeff — A currency that holds otherwise certain death at bay, while signaling that such a death is coming... you mean, like, hit points? :)

Thinking about it, I suppose this is why I put hit points into my Lady Blackbird mod for the ALIENS game, but what dwindling health does is set up the player and the GM for the possibility that death is coming, giving them time to make it meaningful dramatically. They don&#039;t make the death meaningful, necessarily; the players (GM included) do that by investing in the moment and reading some meaning out of the act. Hit points simply facilitate.

That said, I&#039;ve had some luck with mechanisms in which the utter loss of Health simply means &quot;Your character is going to die [this session/end of this fight/sometime soon],&quot; which is another case of a hit-point mechanic setting up the dramatic moment but not necessarily asserting it. It provides good fuel, but the players need to ignite it.

The result is something like a Boromir-type situation, in which, if you will, Boromir runs out of hit points halfway through the fight and then, fight done, gets his death scene. Or, as in the case of a fighter-pilots-in-space game I ran for years and years, a pilot who depletes his Health in mid dogfight and then decides to crash his ship into an enemy star-base, giving the players a chance to take it out for real. He &quot;died&quot; from some random missile, but we only took that as the cue to set up a dramatic death for this long-running character.

Anyway.</description>
		<content:encoded><![CDATA[<p>@Jeff — A currency that holds otherwise certain death at bay, while signaling that such a death is coming&#8230; you mean, like, hit points? <img src='http://gameplaywright.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thinking about it, I suppose this is why I put hit points into my Lady Blackbird mod for the ALIENS game, but what dwindling health does is set up the player and the GM for the possibility that death is coming, giving them time to make it meaningful dramatically. They don&#8217;t make the death meaningful, necessarily; the players (GM included) do that by investing in the moment and reading some meaning out of the act. Hit points simply facilitate.</p>
<p>That said, I&#8217;ve had some luck with mechanisms in which the utter loss of Health simply means &#8220;Your character is going to die [this session/end of this fight/sometime soon],&#8221; which is another case of a hit-point mechanic setting up the dramatic moment but not necessarily asserting it. It provides good fuel, but the players need to ignite it.</p>
<p>The result is something like a Boromir-type situation, in which, if you will, Boromir runs out of hit points halfway through the fight and then, fight done, gets his death scene. Or, as in the case of a fighter-pilots-in-space game I ran for years and years, a pilot who depletes his Health in mid dogfight and then decides to crash his ship into an enemy star-base, giving the players a chance to take it out for real. He &#8220;died&#8221; from some random missile, but we only took that as the cue to set up a dramatic death for this long-running character.</p>
<p>Anyway.</p>
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		<title>By: Jeff Tidball</title>
		<link>http://gameplaywright.net/?p=1223&#038;cpage=1#comment-19085</link>
		<dc:creator>Jeff Tidball</dc:creator>
		<pubDate>Wed, 03 Mar 2010 15:55:55 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=1223#comment-19085</guid>
		<description>@Ryan — You point is sound in the case of the Fiennes character&#039;s death, but in the case of the Pearce character&#039;s death, I think you&#039;ve got to consider the entire first scene as one long dramatic unit. It ends, true, in his sudden death, but the sudden death wouldn&#039;t have much dramatic impact without the build-up of tension in the scene to that point.

@Stacey — The parallel definitely breaks down with NPCs. Moviemakers can play with the fact that they can blur the lines between A-listers and supporting actors, but a GM can&#039;t really blur the line between a PC and an NPC. There&#039;s either a player or there isn&#039;t.

@Will — I have the sense that there must be some way for design to influence the meaning or meaningless of a character&#039;s death. Imagine, for example, some kind of resource or currency that allows a player to cheat an otherwise certain death. Doling out these resources over time gives you something that&#039;s like the peril of death. It even gives a kind of dramatic build-up, because each resources that&#039;s spent brings the character one step closer to real death.

@JD — We can definitely agree that there are meaningful perils for PCs other than their death, and I am solidly for embracing and employing them in play. The thing that I think can turn a no-death game sour is when everyone collaborates (explicitly or not) to create a fake aura of mortal danger for PCs that simply isn&#039;t real. If everyone agrees that the PCs are not in mortal danger, and no one pretends that they are, I suppose that&#039;s a different case. But a pretend aura of moral danger is particularly annoying, in my opinion, when the GM winds up being saddled with the burden of making sure PCs who are played bone-stupidly aren&#039;t killed in circumstances of supposedly mortal peril. That GM typically has to fudge his dice, alter his scenario, or deploy his NPCs with equal stupidity in order to even the odds. I&#039;ve GMed from that position and don&#039;t find it fun.

As an entirely separate line of discussion, if you hate the second character you create, isn&#039;t that kind of your own fault? Why is that a greater peril than if you hate the first character you create?</description>
		<content:encoded><![CDATA[<p>@Ryan — You point is sound in the case of the Fiennes character&#8217;s death, but in the case of the Pearce character&#8217;s death, I think you&#8217;ve got to consider the entire first scene as one long dramatic unit. It ends, true, in his sudden death, but the sudden death wouldn&#8217;t have much dramatic impact without the build-up of tension in the scene to that point.</p>
<p>@Stacey — The parallel definitely breaks down with NPCs. Moviemakers can play with the fact that they can blur the lines between A-listers and supporting actors, but a GM can&#8217;t really blur the line between a PC and an NPC. There&#8217;s either a player or there isn&#8217;t.</p>
<p>@Will — I have the sense that there must be some way for design to influence the meaning or meaningless of a character&#8217;s death. Imagine, for example, some kind of resource or currency that allows a player to cheat an otherwise certain death. Doling out these resources over time gives you something that&#8217;s like the peril of death. It even gives a kind of dramatic build-up, because each resources that&#8217;s spent brings the character one step closer to real death.</p>
<p>@JD — We can definitely agree that there are meaningful perils for PCs other than their death, and I am solidly for embracing and employing them in play. The thing that I think can turn a no-death game sour is when everyone collaborates (explicitly or not) to create a fake aura of mortal danger for PCs that simply isn&#8217;t real. If everyone agrees that the PCs are not in mortal danger, and no one pretends that they are, I suppose that&#8217;s a different case. But a pretend aura of moral danger is particularly annoying, in my opinion, when the GM winds up being saddled with the burden of making sure PCs who are played bone-stupidly aren&#8217;t killed in circumstances of supposedly mortal peril. That GM typically has to fudge his dice, alter his scenario, or deploy his NPCs with equal stupidity in order to even the odds. I&#8217;ve GMed from that position and don&#8217;t find it fun.</p>
<p>As an entirely separate line of discussion, if you hate the second character you create, isn&#8217;t that kind of your own fault? Why is that a greater peril than if you hate the first character you create?</p>
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		<title>By: JDCorley</title>
		<link>http://gameplaywright.net/?p=1223&#038;cpage=1#comment-19084</link>
		<dc:creator>JDCorley</dc:creator>
		<pubDate>Wed, 03 Mar 2010 15:04:55 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=1223#comment-19084</guid>
		<description>I couldn&#039;t disagree more. There are plenty of emotional mishaps that are a lot more compelling in an RPG than death of the PC, which virtually always removes you from play (but see Fiasco for how this is not always true) and virtually always require you to begin an emotional investment in someone else from square one. What if you hate the second character you make and would have preferred to play the first one? In that case, the emotional well of the game has been poisoned and everyone has gotten sick by the very thing you thought would keep it clear and delicious.</description>
		<content:encoded><![CDATA[<p>I couldn&#8217;t disagree more. There are plenty of emotional mishaps that are a lot more compelling in an RPG than death of the PC, which virtually always removes you from play (but see Fiasco for how this is not always true) and virtually always require you to begin an emotional investment in someone else from square one. What if you hate the second character you make and would have preferred to play the first one? In that case, the emotional well of the game has been poisoned and everyone has gotten sick by the very thing you thought would keep it clear and delicious.</p>
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		<title>By: Will Hindmarch</title>
		<link>http://gameplaywright.net/?p=1223&#038;cpage=1#comment-19045</link>
		<dc:creator>Will Hindmarch</dc:creator>
		<pubDate>Tue, 02 Mar 2010 20:49:21 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=1223#comment-19045</guid>
		<description>This is something I&#039;m wrestling with in my playtest game for RAZED, in fact. I need the mighty enemies of the setting to feel more menacing, and for the characters to feel more vulnerable. The trouble is in finding out just what kind of menace is right — the fear of instant death leads to the characters becoming rightly paralyzed. Why engage with the enemy at all if it means certain demise?

I want to run a more narrative game, in which characters are vulnerable but death is not necessarily so cheap as to be meaningless. And I think the only way to do that is in the telling, not the design. The individual scenario determines whether death is meaningless, while the mechanics can influence the cost (i.e., the cheapness) of death.

Most irksome is that I used to have a decent grip on how to make danger feel real in RPGs, and I think my grip has loosened as I put more emphasis on the campaign over the adventure. So maybe I need to play each session like it&#039;s the last. Or something. 

I&#039;m just reacting out loud here.</description>
		<content:encoded><![CDATA[<p>This is something I&#8217;m wrestling with in my playtest game for RAZED, in fact. I need the mighty enemies of the setting to feel more menacing, and for the characters to feel more vulnerable. The trouble is in finding out just what kind of menace is right — the fear of instant death leads to the characters becoming rightly paralyzed. Why engage with the enemy at all if it means certain demise?</p>
<p>I want to run a more narrative game, in which characters are vulnerable but death is not necessarily so cheap as to be meaningless. And I think the only way to do that is in the telling, not the design. The individual scenario determines whether death is meaningless, while the mechanics can influence the cost (i.e., the cheapness) of death.</p>
<p>Most irksome is that I used to have a decent grip on how to make danger feel real in RPGs, and I think my grip has loosened as I put more emphasis on the campaign over the adventure. So maybe I need to play each session like it&#8217;s the last. Or something. </p>
<p>I&#8217;m just reacting out loud here.</p>
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		<title>By: Stacey Tidball</title>
		<link>http://gameplaywright.net/?p=1223&#038;cpage=1#comment-19044</link>
		<dc:creator>Stacey Tidball</dc:creator>
		<pubDate>Tue, 02 Mar 2010 19:37:18 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=1223#comment-19044</guid>
		<description>It&#039;s interesting to me how confusing it can be on the meta level when movies do this. I apparently have been trained to say, &quot;Hey, it&#039;s that famous guy. I better pay attention to him.&quot; The camera tells me the same thing as we follow Guy walking toward the bomb. And then, when he gets exploded, it adds to the sense of confusion and dismay within the film. We watch them flail on screen to recover in some way. And, I flail around trying to figure out what I should have been paying attention to instead of Mr. Famous.

It seems to me that this is where the parallel to the RPG might break down. We don&#039;t mistake NPCs for actual characters in an RPG; but in a movie, at least at the beginning, we can do this. Thoughts?</description>
		<content:encoded><![CDATA[<p>It&#8217;s interesting to me how confusing it can be on the meta level when movies do this. I apparently have been trained to say, &#8220;Hey, it&#8217;s that famous guy. I better pay attention to him.&#8221; The camera tells me the same thing as we follow Guy walking toward the bomb. And then, when he gets exploded, it adds to the sense of confusion and dismay within the film. We watch them flail on screen to recover in some way. And, I flail around trying to figure out what I should have been paying attention to instead of Mr. Famous.</p>
<p>It seems to me that this is where the parallel to the RPG might break down. We don&#8217;t mistake NPCs for actual characters in an RPG; but in a movie, at least at the beginning, we can do this. Thoughts?</p>
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