10-14-2018, 05:37 PM | #71 |
Join Date: Jun 2006
Location: On the road again...
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Re: Killing PCs
Don't confuse the issue with logic. ;)
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10-14-2018, 06:13 PM | #72 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Killing PCs
Quote:
And with strange aeons even death may die.
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10-14-2018, 06:34 PM | #73 | ||
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Killing PCs
Quote:
So yeah, if it has stats in the same categories as the player characters—that is, defining it in relation to the characters—you can kill it. You’re defining it as a killable item. Which introduces drama. Predictability takes away from drama. Quote:
Furthermore, running away from something often leads to a burning desire to come back and defeat it later. This goes back to the earliest RPGs—one of the first tables Dave Arneson made was the evasion table to see what happens when his players ran away. |
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10-14-2018, 08:22 PM | #74 | ||
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Killing PCs
Quote:
Quote:
I don't stat everything out, but that's more about laziness; I'll come up with numbers if it actually matters. |
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10-14-2018, 09:49 PM | #75 |
Join Date: Feb 2016
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Re: Killing PCs
Since XP does not exist in GURPS, killing everything is less of an incentive for players, especially since there are so many way to make their characters suffer without killing them. Just have an entity they attack curse them with Blindness and Neurological Disorder (Crippling) and watch the fun.
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10-14-2018, 11:27 PM | #76 |
Join Date: Oct 2005
Location: Ronneby, Sweden
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Re: Killing PCs
There have been threads here about giving CP for killing stuff so some people play GURPS that way.
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10-14-2018, 11:47 PM | #77 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Killing PCs
Quote:
Quote:
Sure it does. It just goes by a different name. |
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10-15-2018, 12:24 AM | #78 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: Killing PCs
Either the player decides he wants to play another character or wants to stop with the game. Then the GM and the player manufacture a way for his character to die heroically, if the player wants to.
When a players acts out of character, stupidly with multiple warnings, it might be that his characters dies, horribly (I've seen this only happened once in my 28 years of player/GM time with someone who wanted to jump onto the face while the PC was only 10 cm tall adn with all of his powers reduced, in a SUpers campaign. The GM warned him multiple times that he could be killed instantly and without much effort on the enemy's side). |
10-15-2018, 02:05 AM | #79 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Killing PCs
If the PCs skills matter, you have to specify how difficult various means of influencing the situation are. Those are stats.
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10-15-2018, 06:47 AM | #80 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Killing PCs
With respect to stats vs no stats, I don't even see how this is an argument. How can less information be better than more? Obviously time is limited and you can't stat everything, but how could having those stats be harmful? They can only help or at worst be useless, right?
And of course we all know PCs do unexpected things. An NPC meant to be a plot device can turn into something else. The PCs might not interact with your plot device in the exact way you expected them to, and you can either shut that down or see where it goes--seeing where it goes will usually be more fun, and respects the players' roles in shaping the story. As GM you don't really have the luxury of deciding what's a plot device, because events shouldn't be entirely in your control. In DF, some characters can buy a Patron advantage that gives them a low chance of receiving direct divine intervention once in a while. If they happen to be in a conflict with your untouchable plot device when this happens, what is the result? As a GM, I usually have to make an on-the-fly decision when this happens (since my time is limited and I don't have everything statted). Surely the game would be better though, and my life easier, if I somehow magically had the stats ready for the god being summoned as well as the "untouchable plot device." That way we could have some fun letting the dice and the mechanics help decide what happens, which is part of the fun of what rpgs are all about in my mind--seeing what happens when no one, not even the GM, knows how the story will continue! |
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