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Rules Q&A Discussion

Death

Re: Death

Postby EldritchFire » Fri Jun 22, 2012 9:34 am

clackey wrote:I know you can slowly kill off a character, but that's NEVER how it happens in the comics. Some one gets blasted, shot, melted, destroyed from reality or beaten to a pulp and die, but they NEVER get whittled down like the mechanics show in this game.

This seems like a huge story/character point that should be touched upon in the mechanics of this game.


This is true. Maybe we can work up a Til Death Do Us Part milestone? I'm at work, but will think of something when I get a break.

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Re: Death

Postby Doc_Nova » Fri Jun 22, 2012 9:46 am

Death is possible by the mechanics, just not something that is going to happen on a typically bad roll.

Using the Clor vs. Goliath thing, taking it from a mechanics POV, the Watcher likely has a decent Doom Pool, possibly adds a die or two to beef the attack pool even higher, rolls well, spends some more doom to make sure the total is crazy high and sits on a base d12 stress.

With the ball in his court now, Goliath rolls and, as indicated by the panel in the comic, his defense was, essentially, nonexistent, so it's a bad roll. Every 5 points in the attacker's favor here adds ever increasing stacks of Extraordinary Success. Each one of these steps up the effect die. Yes, we'd need 6 Extraordinary Successes, so we'd have to beat the reaction by 30 or more, but it is possible. Made even more possible if both Watcher and player are in agreement narratively (thus the player avoids boosting their roll via PP, etc.)

It is even more likely and far easier to attain if we really meta the situation and see Goliath as an NPC which the Watcher merely dictates as "dead" to make things really hit home. Likewise, if the player wanted to step up the drama, they could see a massive roll and see an opportunity (narrative, not mechanical) and merely describe heir resulting death.

This system doesn't take the edge off drama, it takes the edge off death. Death is a narrative option. Loss and failure, however, those are plentiful and readily existent.

Personally, I like things set up like this. Long ago I came to the determination that PC death was counter-productive. It removes a player from actively contributing. It also let's the character off the hook -- they cannot be affected by the drama any longer, they're dead...the drama is done for them!

And, as a correlation to the comics, death is far from random, it is entirely planned when it is it's most meaningful and has the greatest impact, even if it seems sudden and "random".

Plus, if the players are in for the story and drama and excitement, tension isn't about dying its about failing in their goals and expectations, it's about dramatic reveals, turns of events. This is, of course, totally in my opinion and can be discounted entirely as it is based off my own gaming experiences and might not mesh with yours.
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Re: Death

Postby figurefour » Fri Jun 22, 2012 9:47 am

Part of me thinks that the "comics appropriate" way to do it is to take someone out by stepping up a "Dead?" complication past d12.
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Re: Death

Postby Lindharin » Fri Jun 22, 2012 10:58 am

figurefour wrote:Part of me thinks that the "comics appropriate" way to do it is to take someone out by stepping up a "Dead?" complication past d12.

That's an interesting answer, especially when someone wants to use a deliberate lethal attack. I'll have to keep that in mind.
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Re: Death

Postby Doc_Nova » Fri Jun 22, 2012 11:15 am

That is an interesting angle and approach. That could work for the "presumed dead" effect.
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Re: Death

Postby Cam » Fri Jun 22, 2012 11:38 am

You can always decide that you're dead once you've taken Trauma. This happens to Mr Immortal all the time. The game just can't force you to be dead unless you go to d12+.

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Re: Death

Postby clackey » Fri Jun 22, 2012 2:11 pm

Cam wrote:You can always decide that you're dead once you've taken Trauma. This happens to Mr Immortal all the time. The game just can't force you to be dead unless you go to d12+.

Cheers,
Cam


Was that in the rules and I just missed it?

A PC can't die unless (due to low level trauma) unless they say so. That's a big deal for an RPG. I'm not sure how I feel about it, but good to know.
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Re: Death

Postby MidnightBlue » Fri Jun 22, 2012 4:08 pm

Actually, a good chunk of the negative things that happen to a player's character is in his/her hands with this system...not just death. Look at distinctions and limits for examples. Players can choose for the negative outcome and take more of a direct control of the character's story.

I love that about the game.

My character is no longer all about the effort for all good things to happen...with the dice shutting me down constantly. Now I, as player, have the power to make my character have his dramatically bad moments to rise above...then spend my PP in a manner to guarantee that I have those great character moments to triumph in the end.

That is story building...and that is what I've been looking foward to in a game for so long without really knowing what it was that I was looking for until I found it.

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Re: Death

Postby Dunlaing » Fri Jun 22, 2012 6:31 pm

figurefour wrote:Part of me thinks that the "comics appropriate" way to do it is to take someone out by stepping up a "Dead?" complication past d12.


What we did, is we made a Scene Distinction "Magnitude is Alive" and then the super villains just have to attack the scene distinction.
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Re: Death

Postby cero » Fri Jun 22, 2012 8:48 pm

I played the Sentry in the Breakout Event in rpol along with some of the regulars here, like Grimmshade and Claire Redfield and I was the one who very nearly got killed.

Story is the Void got awakened and I took a hit that stressed me out in one blow. :?

Anyways, the Trauma started to mount up as Barbarus gave Sentry another good 'iding using the dice put on Sentry to make sure of it.

Whilst it is incredibly hard to die in this game, there are some things out there that can at least stress you out in one blow and make things easier for the next person to do your character in...
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