Fudge RPG - PC Death (Was: Random Thoughts: Dice vs. Diceless)

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From: DatawEaver

Date: Tue, 19 Sep 2000 20:24:35 GMT

Subject: PC Death (Was: Random Thoughts: Dice vs. Diceless)


Britt Scharringhausen  wrote:
> On Tue, 19 Sep 2000, Jim Dickinson wrote:
> > There is often little concern that the PCs will die, because 
> > generally speaking, diceless GMs won't allow a PC to be killed unless it's 
> > expedient to the plot, and he knows the player will understand 
> > that.  
> 
> What GM creates a plot in which it is expedient to kill a PC?  

I'm working on a plot that does exactly that.  

> If I had lovingly crafted a character and the GM axed it without
> giving me some sort of an opportunity to roleplay out of it, and
> said, "Sorry kid.  It's the plot--you understand.  Make up a new
> character," I'd find myself a new game.

And I wouldn't blame you, either.  The player should always be given 
a chance to roleplay his character, and the character's death, if and
when it occurs, should be satisfying to the player - but I'm getting ahead of
myself...

> In my experience, PCs in diceless games get killed when they 
> a) are stupid, and persist in being stupid despite numerous GM
> warnings b) are killed by another PC who does a really good job
> of role-playing it, or c) decided that in this situation the
> character really would be willing to make a choice that might
> lead to their death--martyrdom, as you say.  (a) and (c)
> sometimes overlap, as I'm sure you can imagine, and it's up to
> the winners to write the history. : ) 

I'd amend c) to: "decided that in this situation the character really would be
willing to make a choice that _will_ lead to their death."  Borrowing a pair of
examples from Star Trek: 

1. In Wrath of Khan, Spock enters a chamber filled with radiation in order to
get the ship's warp drive back online; there is no doubt that doing so will
kill him.  I found this to be a satisfying death to a character that I was very
fond of.  

2. In Generations, Kirk jumps onto a weakened scaffolding in order to
deactivate a supernova-inducing rocket; odds are, he won't survive.  I felt
cheated when he died.  

What was the difference between the two choices above?  IMHO, Spock's death was
a sure thing, while Kirk's death was a failed risk.  

In the plot that I'm currently devising, one of my goals is to require a martyr
in order to win out in the end.  It's going to be a challenge, because unless
it's handled exactly right, it's going to blow up in my face.  But if I can get
it to work out, it's going to be spectacular.  

=====
Jonathan "Dataweaver" Lang

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SequenceFirst LineUsernameDate
0

My view concerning PC death is as follows:

If the action is well thought out and/or creative then I'll fudge the results.

EricPaquette 2004-08-23 14:00:17
1

On Sunday 22 August 2004 11:57 am, in response to:

Don Bisdorf wrote:

Right.

However, if your players already know that their characters can't be killed, are they going to react in the same way they would if death was uncertain?

Tim. <

TimHuntley 2004-08-22 19:10:12
2 save > her and were horrified when she died. BrittScharringha 2000-09-19 21:18:30
3 the plot inevitably leads > to the death of a particular character without any choice on the > player's part--an unwilling sacrifice through no fault of the > player. DatawEaver 2000-09-19 21:58:39
4 require a > martyr in order to win out in the end. PhilScadden 2000-09-19 20:58:17
5

>If everyone knows going into a battle that their I disagree with this statement.

DonBisdorf 2004-08-22 18:57:39
6

Tim Huntley writes:

> However, if your players already know that their characters can't be

Well, if they start counting on you to keep them alive, you might just have to let one die to set an example.

Iso88591Qbjf6rnl 2004-08-22 19:54:34
7

Apropos of a few threads on this list, I've been reading Nick Montfort's "Twisty Little Passages" from MIT Press.

NickMoffitt 2004-08-22 20:11:30
8

I don't think that every instance should be governed by "PCs live at all costs".

AaronClausen 2004-08-22 20:35:46
9

> On Sunday 22 August 2004 11:57 am, in response to:

To quote one of the Aladdin animated movies...

WarrenShultzaber 2004-08-23 10:17:39
10

>There is a lot of fun to be had without necessarily "killing" a I like to take advantage of the "Near Death" wound level.

BradfordYounie 2004-08-23 12:23:30
11

Bradford Younie quotation:

I have used the near-death experience to turn a stubborn brick-player into a mysticist and psionicist, in the past.

NickMoffitt 2004-08-23 15:13:44
12 because > > generally speaking, diceless GMs won't allow a PC to be killed unless it's > > expedient to the plot, and he knows the player will understand > > that. DatawEaver 2000-09-19 20:24:35
13 diceless games get killed when they > > a) are stupid, and persist in being stupid despite numerous GM > > warnings b) are killed by another PC who does a really good job > > of role-playing it, or c) decided that in this situation the > > cha BrittScharringha 2000-09-19 20:51:07