10-12-2018, 11:36 PM | #41 | |
Join Date: Mar 2014
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Re: Killing PCs
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Also, even if the players can't directly affect them through luck alone, stats would help you determine their chance of doing so if they spend dedicated effort on it. "If you give something stats the PCs will try to kill it." is just a matter of giving them appropriate stats. If you do, then the PCs wouldn't be able to kill things which should be far beyond their ability to affect. |
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10-13-2018, 12:24 AM | #42 |
Join Date: Dec 2016
Location: Southern Sweden, possibly on an Alternate Earth
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Re: Killing PCs
Killing PCs?
If they do something stupid, the dice will determine the outcome. In a cthulhuoid campaign? All the time. In a horror setting where death is only the beginning? Well, kind of needed... But in most cases, very seldomly. |
10-13-2018, 07:16 AM | #43 | |
Join Date: Feb 2016
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Re: Killing PCs
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10-13-2018, 01:39 PM | #44 | ||||
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Killing PCs
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10-13-2018, 02:20 PM | #45 | ||
Join Date: Mar 2014
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Re: Killing PCs
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10-13-2018, 02:40 PM | #46 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Killing PCs
I will, occasionally, if they seem necessary to the setting, but I try to make it clear that they are too powerful. This seems to work.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
10-13-2018, 02:50 PM | #47 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Killing PCs
I don’t feel that a GM should plan a story, but instead a situation. A GM saying, “Here’s what happens to your character,” when not as a reaction to a player action, ceases to make the game a game but instead a story, and almost always a bad one.
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10-13-2018, 02:53 PM | #48 | ||
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Killing PCs
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This is like stating that all enemies should be fully stated and their mechanics spelled out in game rules. When, the fact is, just writing down what they can do and a basic number for the roll is much more useful and relevant. The issue you bring up, for stories, generally only comes from when you have multiple authors writing stories about the same characters and they have their own interpretation of their abilities. Quote:
My notes for Asmodeus are very basic: Name: Asmodeus Aliases: Devil on Two Sticks, Abraham Samuel Mo, II, esq. Position: King of Hell, rules Limbo as well Wants: [redacted] Abilities: He's Asmodeus, duh. Notes: Usually interacts as a lawyer. Always wins cases (he's the Devil). Friendly and easy going. Terribly against violence as that's antithetical to pleasure. His "clients" can reach him on any phone ("stop calling me on bananas, Heaven!"). Currently holds one of the Terminus Cores, in Limbo, to keep it out of normal reality. How would stating out one of the Kings of Hell matter? Considering that he's normally an ally of the party (the situations are much more complex than religion would lead you to believe), it's more important to just keep him in the background as a plot device. He doesn't need stats. |
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10-13-2018, 03:03 PM | #49 |
Join Date: Aug 2004
Location: Nashville, TN
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Re: Killing PCs
I'm with Mark here. My prep time is limited; taking the time to do stats for everything isn't the best use of it.
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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. |
10-13-2018, 03:07 PM | #50 | ||
Join Date: Mar 2014
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Re: Killing PCs
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Giving every enemy full stats might be exessive, but that is because writing good stats take time. It is not because, having no stats is somehow better. Quote:
There are plenty of things those notes don't tell you about Asmodeus. Whether lacking those things is a significant detriment does of course depend on the particulars of your game. |
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