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Aries Bachen Cadet
Joined: 24 Sep 2007 Posts: 17 Location: Louisville,KY
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Posted: Tue Sep 25, 2007 1:47 pm Post subject: |
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I my early days as a player I was shot in the face by a bounty hunter.This could of meant the end for my character, but the GM ultimately decided that I would live to fight another day. Ofcourse my character was horribly disfigured. This led to me wearing a mask and taking up a new identity.This I believe is much more interesting than simply killing off a character. A deabillitating or disfiguring injury can ad alot of personallity to a character. If the time comes for a character to make the final jump, so be it. As long as it is at the dramatically apropriet moment. |
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TheDoctor Lieutenant Commander
Joined: 27 Dec 2007 Posts: 150 Location: San Francisco
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Posted: Wed Jan 09, 2008 4:15 pm Post subject: Re: Characters Dying and/or Killing Characters. |
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AcesAndEights wrote: | Well two characters in one of my campaigns died tonight. (Now mind you, I am not the GM of these games, but I feel this is a GM question. If an admin feels differently, please feel free to move it where you deem appropriate.) Both of them died in normal circumstances. One received two gun shot wounds and the other took a large barbed blade to the stomach. Neither of them did anything particularly stupid, nor were there any reasons to "kill" them. They both died simply because of bad rolls. Hell the one who caught the blade to the stomach didn't even have the chance to roll dodge.
So, given the situation, do you think it appropriate for those characters to have died? I'm just wondering what you guys think because some of the more experienced RPers in the group were having disagreements over the outright death of two characters. (Almost three but, one had their head twisted backward, but, luckily for him, his character has two brains, neither of which are in his skull.) What I'm basically asking is how do you GMs handle PC death? |
That's very Joss Whedon. _________________ "We attack under cover of daylight. Yes it's the last thing they'll be expecting, a daylight charge over the minefield." - Arnold Judas Rimmer, BSC SSC |
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l0mathon Cadet
Joined: 21 Jan 2008 Posts: 18
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Posted: Mon Jan 21, 2008 3:40 pm Post subject: |
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In general I try not to kill my players unless they are really asking for it and/or ruining the game ... but even then I try to give them a warning or talking to first. When bad rolls end up with characters deaths, I am pretty blatant in asking if they want to spend character points and smile or nod or offer some other encouragement to keep spending until I am satisfied they won't die.
For one of my players, who has a good sense of humor and doesn't take the game as personally as some, I set up what I call 'The Bid Red Die of Fate' which as you might guess is a large red die that I roll to see if things for his way or not when the fit and the shan look like they are about to collide. He usually gets to pick even/odd or high/low and whether or not he is right determines how bad the bad stuff is that happens to him. Last night when we gamed he correctly guessed high and because it my groups Duros pilot with a very difficult first aid roll, a med pack, and some healthy swearing kept my players Jedi Mystic from fading away after he took two heavy blaster shots to the stomach. First shot took him to wounded thanks to his armor and character points, but the second shot took him well past mortally wounded. Since the group was in the top floor of an office tower and their ship's medical bay was too far away to get him to before he ran out of luck with the 2D rolls to see if he survives his time as mortally wounded, I let the pilot stabilize him long enough to get him to the medical bay of the ship. I like The Big Red Die of Fate! _________________ Gamemaster at Large |
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TheDoctor Lieutenant Commander
Joined: 27 Dec 2007 Posts: 150 Location: San Francisco
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Posted: Mon Jan 21, 2008 3:56 pm Post subject: |
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I think it might make sense to let the dice kill the characters for the first few times in a beginning group, just so the players and the GM can get a feel for how lethal the SW Universe is. _________________ "We attack under cover of daylight. Yes it's the last thing they'll be expecting, a daylight charge over the minefield." - Arnold Judas Rimmer, BSC SSC |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Mon Jan 21, 2008 9:14 pm Post subject: |
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TheDoctor wrote: | I think it might make sense to let the dice kill the characters for the first few times in a beginning group, just so the players and the GM can get a feel for how lethal the SW Universe is. |
In some ways I agree after all a real sense of danger is lost if players cannot die without doing something stupid. On the other hand I will rarely kill a player if they have been rolling poorly all night regardless of how good their roleplaying/ideas have been. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jan 24, 2008 10:27 am Post subject: |
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Esoomian wrote: | TheDoctor wrote: | I think it might make sense to let the dice kill the characters for the first few times in a beginning group, just so the players and the GM can get a feel for how lethal the SW Universe is. |
In some ways I agree after all a real sense of danger is lost if players cannot die without doing something stupid. |
I agree. Too often i have seen it when players learn they are on a 'cannot get killed unless doing extremely stupid thing" ride that they will push and push that envelope of what is allowable OR loose interest in the game due to not feeling like there is enough of a challenge. _________________ Confucious sayeth, don't wash cat while drunk! |
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