05-27-2019, 07:35 AM | #41 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: Low-powered campaigns
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If the PCs are fairly typical wandering knight errants, sorcerers' apprentices, acolytes or hobbit burglars of 75-150 points, any threat that actually threatens more than just their persons should probably be dealt with by the local lord and his retinue of more powerful and capable experts. In a low-tech setting, the PCs might be allowed to accompany the small army, which I suppose could be an adventure. Quote:
What grates on me when I see it in fiction, computer RPG plots or AP writeups (or the real-world equivalent 'Let me tell you about my character') is when a group of adventurers who are in no way more capable than any band of men-at-arms who might be dispatched by a local lord, nevetheless insist on confronting some dire threat alone and without help. If they are doing it for gold and treasure, with the 'threat' not actually posing a threat to anyone before their homes are invaded, I suppose that's one thing. The PCs are just morally bankrupt armed robbers / home invaders and obviously don't want to share their ill-gotten gains. But when the PCs actually claim to be good guys, the players seem to believe they are, and there are other people at risk, it's pretty inexcusable for a small group of ordinary people to delude themselves into thinking that they can handle things better than the professionals whose job it is to defend the kingdom / investigate crimes / rescue hostages. Certainly it has, but I feel that a lot of the answers that are used in low-point games I've witnessed, heard about or read about also have the side-effect of making the PCs bad people, in that they prioritise their own criminal careers over the lives of other people. Which is fine if the players are aware that they are playing evil characters, less fine if they think that their characters can take up a career as vigilantes without being more capable than the probable police response, and still claim any semblence of ethical behaviour.
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05-27-2019, 07:56 AM | #42 | |||||
Join Date: Aug 2004
Location: Nashville, TN
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Re: Low-powered campaigns
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
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05-27-2019, 08:43 AM | #43 | |||||
Join Date: Mar 2006
Location: Iceland*
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Re: Low-powered campaigns
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If their characters had the ability to function as a whole company of ordinary soldiers, even though there were only 3-6 of them, that's not a low point campaign at all. Whereas if they really were a small group of ordinary soldiers for the setting, plausible jobs they can handle include "join this garrison", "march to war as members of this company" or "stand watch while this caravan is offloaded". No matter the TL, ordinary soldiers aren't trained or prepared to handle special missions in autonomous small groups far from support or the ordinary chain of command. That's the literal definition of special operations and it requires the setting equivalent of SOF personnel. Which, in an awful lot of fantasy RPGs, are adventuring parties. Which is fine, but being the setting's magical special operation experts is not a low point value campaign. Quote:
It doesn't matter what world a character exists on. If an ordinary group of friends decides that despite being in no way trained, equipped or prepared for it, they are going to be vigilantes / first responders / investigators / something else instead of notifying authorities who have more resources and actual trained professionals, these ordinary people are obviously morally culpable when their incompetence gets people killed, especially if they didn't even try to get experts involved. Quote:
Basically, any time the PCs try to be Batman, Monster Hunters or Solomon Kane without actually being much more capable than any response the authorities could bring to bear. Quote:
Who are not going to be low point value ordinary people. Quote:
Which results in characters who are not capable, decisive, experienced, mentally tough or well-trained, but have several hundred points of Protagonist Plot Armour and Mary Sue Magic that don't appear on the character sheets.
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05-27-2019, 08:52 AM | #44 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Low-powered campaigns
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After a while, we started to build up some credibility with the police and a secret part of the government as people who could find out things and solve problems, but this never extended to any kind of license for violence. We only once injured a human. Someone threw a firebomb into the house where we were sleeping and ran away; someone else lurked down the street with a rifle for us to come out. It wasn't a very good firebomb, and we put it out. Our best fighter managed to get out of the house stealthily, sneaked up on the riflewoman and broke her legs. We brought her in, applied first aid and called the police, who turned out to be very interested in arresting her. In a modern setting, we'd probably have been detained too, but policemen had a bit more discretion in 1930.
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05-27-2019, 09:00 AM | #45 |
Join Date: Feb 2016
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Re: Low-powered campaigns
The only time when low powered characters should take action is to mitigate damage while they are waiting for the authorities after they have called them, if they do not yet know the full extent of the problem, when they cannot call the authorities due to failures of communications, if they have called the authorities and have been ignored, if they are wanted criminals and cannot call the authorities, if the authorities are worse than the monsters, etc.. In some countries, the authorities are thugs who murder, rape, and steal from the people that they are supposed to protect. Even in the USA, we have plenty of bad apples in law enforcement (and some bad barrels like the LAPD), who victimize minority communities.
Even in the case of good apples, IRL, the police do not take reports of aliens, vampires, werewolves, etc. seriously unless they want to punish the pranksters. In that case, the characters may have reported that their next door neighbor is a vampire, and the cops have blown them off. Now, they have alerted their neighbor that they know that they are a vampire, and now they will have to protect themselves from a vampire without support (Fright Night). |
05-27-2019, 09:25 AM | #46 | ||||
Join Date: Aug 2004
Location: Nashville, TN
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Re: Low-powered campaigns
Five.
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A story (and by extension, an RPG) can be gritty and high powered (Wild Cards and the world of the Witcher come to mind) or romantic and low-powered (The Hobbit or Harry Potter, which is low-powered at the beginning).
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05-27-2019, 09:32 AM | #47 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Low-powered campaigns
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I've found, however, that the further away from 'ordinary' the protagonists are, the easier this is to do plausibly. After all, if the PCs are truly ordinary, being the only ones who know about a terrible threat stalking them and others is probably going to make them into mental casualties anyway, if they aren't jailed or killed. Everybody has a breaking point for stress, constant vigilance and effectively being exposed to danger all the time. And those who aren't exceptional at decisive action under stress (which tends to cost a lot of points in GURPS) will crumble a lot sooner. It's why ordinary soldiers aren't kept on the line infinitely without periods to rest and recover and why non-official cover case officers are only a tiny fraction of those who work in intelligence services, because ordinary people can't stand the constant anxiety and stress involved. To uninformed outside observers, characters who've survived 45-ish sessions of investigating Things Man Was Not Meant to Know with no more support than a few friends may appear to be merely ordinary people. In actual fact, however, they've somehow managed to survive and function through an ordeal that would overwhelm the vast majority of ordinary people.
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05-27-2019, 10:13 AM | #48 | ||||
Join Date: Mar 2006
Location: Iceland*
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Re: Low-powered campaigns
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In a one-shot, there is no plausibility problem with such a group finding themselves in a dangerous situation without support. For a whole campaign, it becomes less and less plausible that a small fireteam (or the local TL equivalent) would operate autonomously despite not being special operations capable. At any TL with organized societies, people don't hire several men-at-arms or soldiers to perform a true military mission, they either hire a mecenary company (more numerous than five, certainly) or the period equivalent to SOF (higher point value than 75-150 points). Five recently retired soldiers are a realistic security team for something where there is a very small chance of combat. They're reasonable as bodyguards for a corporate executive or politician somewhere dangerous, with the understanding that their job is just to get their protectee away from danger, not actually fight armed terrorists. For that, there are police tactical units or military forces, which at minimum have far more numerous units of similar quality, backed with a lot more resources, and probably also have SOF of higher individual point value. Quote:
We know what ordinary people do when the authorities are a threat to them and others. What ordinary people did in Nazi Germany, Stalin's Russia, Mao's China and any smaller example you can think of. Mostly nothing except try to stay unnoticed and live their own lives. Some heroically tried to make a stand on principle and were ostracised, jailed or executed, because they weren't part of a powerful, resource-rich organization of their own and had no chance of creating one from scratch It's absolutely possible to play a campaign where the PCs must fight corrupt authorities as well as other threats, but the point is, ordinary people succeed at difficult things by being small cogs in massive organizational efforts. If five characters are meant to be able to accomplish things that it usually takes tens, hundreds or thousands of ordinary people to do, they can't be just ordinary people. Quote:
It's just that such people act like actual ordinary people in emergencies. They don't know what to do, make poor decisions under stress, sometimes panic and are usually at a loss with anything outside their comfort zone and area of professional competence. Even most real cops and soldiers can't function effectively cut off from their extensive support networks of resources and reinforcements. Something like 98% of US law enforcement personnel never fire their weapons in the line of duty. As I mentioned upthread, typical RPG adventures expose PCs to more violence than most real-world experts in violence experience in a lifetime. With that in mind, it just seems deeply weird to insist that the PCs should be in any way ordinary if the campaign is expected to feature violence at any level close to typical RPG levels. After all, if they are expected to have any kind of chance to survive more violence than 99.9999% real people ever see, aren't they by definition extraordinary? Quote:
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 05-27-2019 at 10:19 AM. |
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05-27-2019, 10:32 AM | #49 | ||
Join Date: Aug 2004
Location: Nashville, TN
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Re: Low-powered campaigns
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
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05-27-2019, 10:53 AM | #50 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Low-powered campaigns
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The problem is that if we're playing an RPG in which stuff happens according to the results of a randomiser, and failure is possible, if we want a reasonable chance that the character(s) we are tracking (i.e. the PC(s)) are the one that survives, we have to make them exceptional in some way, be it in-game stats, or meta-game protection. However, the thing is that it's our desire to see the story of the 'winner' that requires that the PC be exceptional, not their survival - that can be mere luck.
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