03-21-2016, 03:15 AM | #11 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Death, resurrection and consequences.
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To the modern mind, the victory criterion is survival. But to many of the millions of NPCs in my distinctly non-modern historical fantasy and alternate history setting, Ärth, survival is extremely secondary, especially for those who don't have families or who don't have children to support. Pagan characters tend to think of lasting fame as the victory criterion. If they can do something truly spectacular, it's worth a lot of risk. If a few hundred men can hold of many tens of thousands of enemy invaders, even if it's in a narrow mountain pass, perhaps a blockbuster movie will be made about it two and a half millenium later? And if they say some awesomely snarky one-liners, maybe some (or all!) of those will be included in the movie? Keltic pagans are sure they'll be reincarnated upon death, with the quality and status of the next life depending on how well they lived. Being brave, courageous, gives lots of "karma". Norse pagans are equally convinced they'll end up in Valhalla if they die in battle (or in Folkvang, of which the details are hazy, but it'll probably be nifty anyway), or if they die in some circumstances that don't strictly qualify as battle maybe they've been awesome enough for Odin to choose to bend the rules a bit? Christian and other Abrahamic characters aren't supposed to seek fame and glory. Many do, anyway. What they are supposed to be willing to do is self-sacrifice for a greater good. Not suicide-assassinations, unless it's the proto-ismaeliste (the hashasins), or if some other Moslem decides that Olav Tryggvesson's megalomania and general high competence represents too great a threat (which is a reasonable analysis - he is dangerous). But taking risks, in general, in an effort to help others. Dying as a martyr makes sense in their theology and worldview. My point is, survival isn't a victory criterion for them either. It'll be interesting to see if players also buy into this thing, or if they consistently end up deviating from the setting norm, as exemplified by the many NPCs (especially the important ones), in terms of the victory criteria held by the characters they choose to create. |
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03-21-2016, 06:14 AM | #12 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Death, resurrection and consequences.
A question to the GM:
How do you feel about the concept of a limited stock of permanently-burnable Fate Points, like in WH40K Rogue Trader/Dark Heresy? I.e. that each character gets a very limited and most likely non-replenishable number of Extra Lives to account for the rare very-unlucky roll. The permanence and non-replenishability make it have a final cost, but death is still a bit further away. In the current Exalted campaign I'm playing, we got one such second chance each (nobody spent it so far, but we've been close to it). |
03-21-2016, 06:16 AM | #13 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Death, resurrection and consequences.
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When I started out in RPGs, it was early D&D. Resurrection was just another service offered by the same clerics who'd patch you up if you got badly hurt. It was hella expensive and often required inconvenient travel to the relatively rare facilities where it was offered, and being dead took you out of the action for a while (think of it being in the penalty box). These were consequences: cost, inconvenience, time out of playing, and almost certainly failure (at least temporarily) at whatever you were trying to accomplish. It just largely removes the specific consequence of permanently removing a character from play. Now, to be fair, other players will probably be miffed if you offer it to this guy and not to them, so yeah, if you do it for this guy you'll probably have to do it for others, so don't do it unless you're willing to incorporate it into the game world as a potentially repeatable thing.
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03-21-2016, 06:48 AM | #14 |
Join Date: Dec 2004
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Re: Death, resurrection and consequences.
Well there is no point in penalising pc unless there is good story reason.
One at fault is player and he should feel some form pain but pain is not for itself you just want to give hime reason to avoid reckles behaviour it's consequence for player. My idea for player consequence is taking xp from his charcter since xp are player thing not character. How much ? I would say more than 25 since it's cost player pays at character creation in advance while he enjoyed full xp budget as oposed to hypotetical player who bought advantage and had blocked points for potentially long time. Charging 25 after pc death makes buying extra life at character creation waste of xp. Personally i would double cost and just reduce xp gains in half till debt is paid. I would not give special disadvamtages just to "balance books" but i might add them if it would fit and enchance story if player agreed. Paying off those disadvantages would ve possible after fiting resolution in the story. |
03-21-2016, 09:09 AM | #15 |
Join Date: Sep 2007
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Re: Death, resurrection and consequences.
This is another aspect worth considering when deciding how to handle character deaths.
TBC mentioned "time out of play", and thus presumably a loss of xp relative to the other characters. It was a fairly common practice back in the day to start the replacement characters at level 1, counting on the geometric nature of the xp chart to catch them up quickly, but always leaving them a level behind those that didn't die. Or, in the GURPS context, 25 CP short since they had to buy an Extra Life. But was the death something that added to the game, or subtracted from it? Was it dramatic, heroic, touching? Or just unlucky, or stupid? If the first case, why should a player be punished by having his next character docked because of his good play? Loss of anything seems to fall back into the "I won the RPG" mindset, where "death" equals "lose". In the second case, are those poor players going to get better because of the punishment, or is it going to be something they resent and that gets in the way of attachment to or investment in the new character, maybe just throwing it away again since they don't care? |
03-21-2016, 01:52 PM | #16 | ||||||||
Join Date: Oct 2015
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Re: Death, resurrection and consequences.
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Its exactly these kind of things that worry me, Im thinking it can only be done very shortly after death and only works if there is so to say a brain to recover. It would take the worst out of it. Quote:
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Or make a rescue worth some points? "You really dont want to bite it? Its 10 points and we can turn back the watch and re-do a little of this but only for survival." Quote:
Im thinking of allowing a sibling to come into play, especially since family and their deeds were important for that character. Basically- you can do the same race and keep most of the personality but with shuffled around skills and a little revised. |
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03-21-2016, 02:29 PM | #17 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Death, resurrection and consequences.
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03-21-2016, 06:40 PM | #18 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Death, resurrection and consequences.
Quote:
It's just not good word building for the GM to suddenly invent something like that. It's the kind of thing that ought to have been present in the world all along, and thus influencing the decision making processes of all the billions of NPCs who live in the world, and having influenced the evolution of various forms of cultures in the setting, from the departure point that is the maturation of that kind of technology. |
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03-21-2016, 07:13 PM | #19 |
Join Date: Feb 2006
Location: Saskatoon, Saskatchewan
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Re: Death, resurrection and consequences.
If It was my world, I'd say the imperfect technology of this resurrection triggers a "bioshock" reaction in the reborn character. You might be a darned good copy, but still a copy. This cellular core disruption and DNA argle-bargle results in:
- Though mixing and matching new Disads can be colourful fun, it is more work for the GM. I'd just go with the GURPS Disad "Stress Atavism", pretty much as written. Remove the "animal" references is all. Each copy's brain and nervous system has degraded and this is the result. First copy is "Mild", the second is "Moderate" and then "Severe". If the character insists on a fourth, start tossing in things like "Epilepsy" and such. - If that's not enough, I'd add a Physical Quirk, or remove a Physical Perk, per copy. For a little individualism. - The (Stress Atavism) is also a social stigma. Few folks would be comfortable dealing with an individual who could go all "ape man". That should hopefully give any character, Player or otherwise, reason to carefully consider a resurrection.
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03-21-2016, 10:29 PM | #20 |
Join Date: Jul 2005
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Re: Death, resurrection and consequences.
A brother could work.
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