Username:    Password:      Remember me       
Great White Games/Pinnacle Entertainment Group Forum Index Great White Games/Pinnacle Entertainment Group
Discussion Forum for PEG/GWG
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

character death and the grieving process
Goto page 1, 2, 3  Next
 
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> SW General Chat & Game Stories
View previous topic :: View next topic  

How do you feel about player characters dying?
I hate it, and I'm in a funk for days after.
0%
 0%  [ 1 ]
I hate it, and I'm in a funk for days after.
0%
 0%  [ 1 ]
I hate it, and I'm in a funk for days after.
0%
 0%  [ 1 ]
I hate it, and I'm in a funk for days after.
0%
 0%  [ 1 ]
I dislike it, but hey it's part of the game.
7%
 7%  [ 18 ]
I dislike it, but hey it's part of the game.
7%
 7%  [ 18 ]
I dislike it, but hey it's part of the game.
7%
 7%  [ 18 ]
I dislike it, but hey it's part of the game.
7%
 7%  [ 18 ]
Don't care one way or the other.
0%
 0%  [ 2 ]
Don't care one way or the other.
0%
 0%  [ 2 ]
Don't care one way or the other.
0%
 0%  [ 2 ]
Don't care one way or the other.
0%
 0%  [ 2 ]
It makes the game more exciting when there’s a real chance of it happening.
16%
 16%  [ 41 ]
It makes the game more exciting when there’s a real chance of it happening.
16%
 16%  [ 41 ]
It makes the game more exciting when there’s a real chance of it happening.
16%
 16%  [ 41 ]
It makes the game more exciting when there’s a real chance of it happening.
16%
 16%  [ 41 ]
Total Votes : 248

Author Message
Savage Jedi
Seasoned


Joined: 29 Jul 2005
Posts: 253
Location: In front of a pint

PostPosted: Mon Oct 17, 2005 7:13 pm    Post subject: character death and the grieving process Reply with quote

This subject has been touched on briefly in the Reluctant players thread, and I thought it deserved it's own little place.

How does character death affect you? Does the real chance of it bring excitement to the game? Does it ruin the game when it happens? Have you ever felt "cheated" by being denied a "cool" death, either by an overly benevolent GM or a soft system?

For myself character death is as much a part of roleplaying as any other.

IMO not having a GM who'll nerf the game and letting the dice rule does make the game more exciting. Nobody who skydives believes 100% that their chute will open. That's part of the thrill, but thank god for bennies.

I've actually only had one character death ruin a game, and that was more of a case of the GM blatantly cheating. Going back and forth on rules interpretation, lying about rolls and quickly picking up the dice. Having all the players call him on it at the same time, and then everyone going home right after made up for it though. I wonder what ever became of that guy? Mmmm Rolling Eyes

Once I felt cheated by being denied a cool death. It was a GURPS WWII game. My guy and two other PC's were in a trench together when a grenade was tossed in. My guy was the only one who noticed, and I did the very heroic act of covering the 'nade. More than enough damage was done to kill my guy two times over, but the GM was feeling “nice” said it just knocked my guy out... what a rip #evil.

Also even though I like the ShadowRun world I don't like the system as I find it soft and difficult to die.

So what’s everybody’s else’s take on PC death?
_________________
I hope you become comfortable with the use of logic without being deceived into concluding that logic will inevitably lead you to the correct conclusion. - Neil Armstrong


Last edited by Savage Jedi on Tue Oct 18, 2005 8:33 am; edited 1 time in total
Back to top
View user's profile Send private message Send e-mail
TheLoremaster
Heroic


Joined: 27 Jun 2003
Posts: 1915
Location: Buffalo, NY

PostPosted: Mon Oct 17, 2005 8:49 pm    Post subject: Reply with quote

As a player I prefer a bit of lethality; not too much, but enough to make it feel "real". As a GM, however, I prefer to keep PC's alive as long as I can manage it. As Niska put it, "When you die, I can't hurt you anymore, and I want two days at least, minimum."

#evil
_________________
"Your GM is metagaming ... and wrong!"
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Iron Guardian
Seasoned


Joined: 25 May 2004
Posts: 197
Location: Fairport, NY

PostPosted: Mon Oct 17, 2005 11:32 pm    Post subject: Reply with quote

For my own characters, it generally doesn't bother me that much. In fact, depending upon the character, I have had (and still willing) to sacrifice said character for a worthy cause or if it is part of his belief system to "die a good death." However, unless the game is Paranoia, I really get steamed if the GM/DM/whatever gets his/her "jollies" from killing characters just to feel like they have won something or because that is all they really want to do to feel "superior."

As a GM, I really don't like killing off characters unless the player either wants me to (because they want the character to go out with a bang rather than retire quietly) or they do something really stupid, knowingly. I do admit to fudging rolls sometimes if I feel the player(s) are playing well but their dice are rolling badly. If I do fudge the roll, I generally try to do it in a way to increase the drama by adding some complication that isn't totally insurmountable based upon their current condition...which of course could earn them some additional experience points.
_________________
Crush your enemies, see them driven before you, and to hear the lamentation of their women! - Conan aka Arnold the Govenator
Back to top
View user's profile Send private message
DerFinsterling
Legendary


Joined: 13 May 2003
Posts: 5670
Location: Vienna, Austria

PostPosted: Tue Oct 18, 2005 2:46 am    Post subject: Reply with quote

As a player, I want to have a system that gives me a figthing chance. I don't want to die simply of bad luck - having your mighty Knight in shiny armor getting killed by a lonely crippled goblin with chopsticks might be possible - it sure ain't fun. If I go down in a big fight or at least in some way that's remembered not as a source of laughter only, then it's ok.
I've had a couple of deaths as a player, some ok, some not.

As GM, I don't go easy on the players. You do something stupid, you get hurt. You do it repeatedly, you might die.
What I do though, is give out hints sometimes. If a player does something stupid and I can't see why he does it, I sometimes break character and ask him for a reason. I don't want players to lose their favorite character only because I didn't get the Big Clue across. Then, if he still insists to push that shiny red button - so be it.

Having the possibility of your character getting hurt and dead just heightens the drama I think.
To get back to the example above - I don't mind having said goblin beat the c*ap outta me, as long as I still come out of the fight victorious. So I like a system where I can have a high-level character who still has to watch out for small threats as well.

(Once in Earthdawn, one of the characters (8th or 9th circle) almost died againt a water-snake, a measly 100 legend point creature... That taught them a lesson Wink)
_________________
Markus
The Sundered Skies Serial - full of spoilers!
Savagepedia at wikispaces
Back to top
View user's profile Send private message Send e-mail Visit poster's website
aristodeimos
Novice


Joined: 15 May 2003
Posts: 75
Location: Arlington, VA - USA

PostPosted: Tue Oct 18, 2005 8:06 am    Post subject: Reply with quote

With greater risk comes greater reward. If a system makes it harder to die, then it takes much of the bragging rights away when you succeed. Roleplaying isn't about "winning" or "losing"...it's about surviving and prospering. I prefer the lethal systems (as both a player and a GM). The key is to ensure your players know what they are signing up for so they come into the game with realistic expectations.

To caveat something said above...yes, the players must be able to trust the GM isn't cheating or gaining some sort of personal satisfaction from killing a character. The GM's satisfaction comes from telling a good story and being entertained by how many ways the players can solve your puzzles in ways you never anticipated. Laughing
Back to top
View user's profile Send private message Send e-mail Yahoo Messenger
Savage Jedi
Seasoned


Joined: 29 Jul 2005
Posts: 253
Location: In front of a pint

PostPosted: Tue Oct 18, 2005 8:41 am    Post subject: Reply with quote

I think this is where SW really shines. It can a deadly system but the bennies help elevate the prospect of random bad luck death.

Nobody has to go out like good ol' King Harold in the Battle of Hastings (shot in the eye by some random arrow). If a PC does die it should be either like Butch and Sundance, or by pushing the BIG RED BUTTON, that says “DO NOT PUSH!”.
_________________
I hope you become comfortable with the use of logic without being deceived into concluding that logic will inevitably lead you to the correct conclusion. - Neil Armstrong
Back to top
View user's profile Send private message Send e-mail
jblittlefield
Legendary


Joined: 13 May 2003
Posts: 7472

PostPosted: Tue Oct 18, 2005 9:14 am    Post subject: Reply with quote

The best a player can hope for is a "good death" ... otherwise, why play at all. Wink
Back to top
View user's profile Send private message
Sean Patrick Fannon
Heroic


Joined: 02 Nov 2003
Posts: 1552
Location: Huntsville, AL

PostPosted: Tue Oct 18, 2005 12:32 pm    Post subject: Reply with quote

I think one of the areas that RPGs really fall down in is the concept of "cinematic death," or the ever-popular "death scene."

That's why I created the concept of "Final Moments," which will be touched on in greater detail in the final Shaintar book.

The gist of it, however, is that when a character is determined to have been killed, at a minimum they get a soliloquey. Depending on the situation, they may also get one of the following:

1) "Final Blow." One last shot/attack/spell cast (all rolls considered Aced one time). This happens immediately, despite where the initiative order is.

2) "Passing the Torch." A "hand-off" of some kind, either of an important item, sudden insight on how to beat the Bad Guy, or magical/spiritual power to a team mate.

3) "Blaze of Glory." If at all possible, through magical means, breaking some item, or something else, the character gives a wink and a nod, dives in, and causes something to happen that is tremendously devastating to the bad guys.

In all cases, all other players have Common Bond with dying PC at that moment, able to spend their bennies at will to see that the final act is successful.

In each and every instance where this has come up (regardless of system), the players have had a tremendous time and there was intense and wonderful emotion surrounding the event.

It may well be the single innovation I am most proud of in my game development career.
_________________
Sean Patrick Fannon
Evil Beagle Games
The FREE Shaintar Player's Guide

Bad Dog. Good Games.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
jblittlefield
Legendary


Joined: 13 May 2003
Posts: 7472

PostPosted: Tue Oct 18, 2005 12:45 pm    Post subject: Reply with quote

Sean Patrick Fannon wrote:
I think one of the areas that RPGs really fall down in is the concept of "cinematic death," or the ever-popular "death scene."

That's why I created the concept of "Final Moments," which will be touched on in greater detail in the final Shaintar book.

The gist of it, however, is that when a character is determined to have been killed, at a minimum they get a soliloquey. Depending on the situation, they may also get one of the following:

1) "Final Blow." One last shot/attack/spell cast (all rolls considered Aced one time). This happens immediately, despite where the initiative order is.

2) "Passing the Torch." A "hand-off" of some kind, either of an important item, sudden insight on how to beat the Bad Guy, or magical/spiritual power to a team mate.

3) "Blaze of Glory." If at all possible, through magical means, breaking some item, or something else, the character gives a wink and a nod, dives in, and causes something to happen that is tremendously devastating to the bad guys.

In all cases, all other players have Common Bond with dying PC at that moment, able to spend their bennies at will to see that the final act is successful.

In each and every instance where this has come up (regardless of system), the players have had a tremendous time and there was intense and wonderful emotion surrounding the event.

It may well be the single innovation I am most proud of in my game development career.


<kidding mode>So you created the concept, eh? I bet you hand a hand in the Internet as well.... and as far as an innovation, well, umm...gamers have been doing this since as long as I can remember (about 1977). Wink</kidding mode>

In any pulp-themed or epic/heroic-type RPG, this is an assumed part of the game ... whenever a pulp hero dies he either: (a) turns up later on in the adventure, alive and well with a great story to tell or (b) goes out in a blaze of glory (whatever that means is up to the individual player, but I generally let 'em get away with anything that suits the genre and adds to the story).

No special rules needed -- it's an inherent aspect of the genre -- pulp/epic heroes don't "just die"... they DIE WITH A PURPOSE. Arrow


Last edited by jblittlefield on Tue Oct 18, 2005 1:45 pm; edited 1 time in total
Back to top
View user's profile Send private message
DerFinsterling
Legendary


Joined: 13 May 2003
Posts: 5670
Location: Vienna, Austria

PostPosted: Tue Oct 18, 2005 1:02 pm    Post subject: Reply with quote

Sean Patrick Fannon wrote:
at a minimum they get a soliloquey.


A what? This is very my english vocabulary gives w.o.
_________________
Markus
The Sundered Skies Serial - full of spoilers!
Savagepedia at wikispaces
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Boulder
Veteran


Joined: 22 Mar 2004
Posts: 769
Location: Chattanooga, Tennessee

PostPosted: Tue Oct 18, 2005 1:29 pm    Post subject: Reply with quote

DerFinsterling wrote:
A what? This is very my english vocabulary gives w.o.


I think he means so·lil·o·quy. It usually means a long speech by a character in which he/she reveals deep inner thoughts.

Shakespeare was notorious for using this type of prose a lot.
_________________
Mark Swafford
Gaming Director, Connooga
Shaintar Community Liaison, Talisman Studios
Our Shop!!!
Back to top
View user's profile Send private message Visit poster's website
jblittlefield
Legendary


Joined: 13 May 2003
Posts: 7472

PostPosted: Tue Oct 18, 2005 1:46 pm    Post subject: Reply with quote

Boulder wrote:
I think he means so·lil·o·quy. It usually means a long speech by a character in which he/she reveals deep inner thoughts.

Shakespeare was notorious for using this type of prose a lot.


So is Sean.... Wink
Back to top
View user's profile Send private message
Sean Patrick Fannon
Heroic


Joined: 02 Nov 2003
Posts: 1552
Location: Huntsville, AL

PostPosted: Tue Oct 18, 2005 2:02 pm    Post subject: Reply with quote

jblittlefield wrote:


<kidding mode>So you created the concept, eh? I bet you hand a hand in the Internet as well.... and as far as an innovation, well, umm...gamers have been doing this since as long as I can remember (about 1977). Wink</kidding mode>

...No special rules needed -- it's an inherent aspect of the genre -- pulp/epic heroes don't "just die"... they DIE WITH A PURPOSE. Arrow


I understand that you are kidding, but I still feel I need to clarify this. Up to the point that I published these concepts in the original Shards of the Stone material, I had never seen (nor had anyone else I knew) actual rules that guided a GM in how to incorporate the "cinematic death" into a game situation.

And I am talking about "special rules." While they may not be "needed," I found out not long after that many GMs who came across them were extremely grateful. The rules/guidelines gave them a solid way to handle the situation, one that felt integrated with the gaming experience.

Not everyone has your special and unassailable grasp of the venue, J.B. Wink
_________________
Sean Patrick Fannon
Evil Beagle Games
The FREE Shaintar Player's Guide

Bad Dog. Good Games.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
SavagedRobby
Seasoned


Joined: 12 Jan 2005
Posts: 423
Location: Austin, TX

PostPosted: Tue Oct 18, 2005 2:30 pm    Post subject: Reply with quote

Sean, that is a _very_ cool idea. Are your mechanics for that detailed in the Player's Guide?
_________________
Considering the alternative, life is just fine.
Back to top
View user's profile Send private message
Sean Patrick Fannon
Heroic


Joined: 02 Nov 2003
Posts: 1552
Location: Huntsville, AL

PostPosted: Tue Oct 18, 2005 3:39 pm    Post subject: Reply with quote

SavagedRobby wrote:
Sean, that is a _very_ cool idea. Are your mechanics for that detailed in the Player's Guide?


Much obliged. Very Happy

It's not in the PG, as it is primarily a GM tool. It will be discussed at length in the full Shaintar: Immortal Legends setting book.

But the gist of it is pretty much what I posted. Wink
_________________
Sean Patrick Fannon
Evil Beagle Games
The FREE Shaintar Player's Guide

Bad Dog. Good Games.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
jblittlefield
Legendary


Joined: 13 May 2003
Posts: 7472

PostPosted: Tue Oct 18, 2005 5:44 pm    Post subject: Reply with quote

Sean Patrick Fannon wrote:
Not everyone has your special and unassailable grasp of the venue, J.B. Wink


But at least it gives them something to aspire to.... Wink

Seriously, I tend toward the belief that such things are great as guidelines (and the more detailed, the better); however, I'm about as "anti-crunch" as they come when it comes to epic/pulp-style games (regardless of genere).

That said, It'll be interesting to see what you come up with.
Back to top
View user's profile Send private message
DaoLong
Seasoned


Joined: 14 Jun 2005
Posts: 203

PostPosted: Wed Oct 19, 2005 11:03 am    Post subject: Reply with quote

I havent found a system that I cant get a character killed in.

That said, a good death is better than no death.
_________________
The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done."
George Carlin
Back to top
View user's profile Send private message
Crimson Devil
Seasoned


Joined: 13 Apr 2004
Posts: 101

PostPosted: Wed Oct 19, 2005 11:33 am    Post subject: Reply with quote

Every time I have nerfed the dice for a player it backfires. I remember a Deadlands game were a player fell off a tall ladder and died. I nerfed it, and said he wasn't. So this enboldened one of the other players into a higher level of stupidity. I killed the second player and didn't nerf it. After the tantrum, the game pretty much died.

Some players feel it is a GM's job to protect them from themselves. I no longer do. I let the dice fall as they may, and my players know it. Of course they also know I won't deliberately screw them. So, in the end it works out.
_________________
"People using flintlock pistols shouldn't fire warning shots." -- Badmovies.org
Back to top
View user's profile Send private message
lordthrog
Heroic


Joined: 14 May 2003
Posts: 1669
Location: Stephens City, Va

PostPosted: Wed Oct 19, 2005 1:31 pm    Post subject: Reply with quote

I roll the dice out for my players to see them, anymore. The players have more advantages than my poor VC and NVA do, anyway, and end up blasting them back to Ho Chi Mihn with any "help" from me. It seems to have made them more aware of the dangers of foolishness. Besides, in war, that random mortar round just might have your name on it.
_________________
David Sumpter

"So, what weapon should I use? I'm very proficient with the Spork, but I also swing a mean sock of Legos." - Bucky Katt
Back to top
View user's profile Send private message Send e-mail AIM Address
Savage Jedi
Seasoned


Joined: 29 Jul 2005
Posts: 253
Location: In front of a pint

PostPosted: Wed Oct 19, 2005 3:10 pm    Post subject: Reply with quote

lordthrog wrote:
Besides, in war, that random mortar round just might have your name on it.


Like I said thank God for bennies. If I ever play in a Tour of Darkness game I'm taking the edge Luck and eventually Great Luck.
_________________
I hope you become comfortable with the use of logic without being deceived into concluding that logic will inevitably lead you to the correct conclusion. - Neil Armstrong
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> SW General Chat & Game Stories All times are GMT - 5 Hours
Goto page 1, 2, 3  Next
Page 1 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum