tag:blogger.com,1999:blog-2858586393857050613.post6005860919324006501..comments2024-01-26T11:56:46.170+10:30Comments on ST Wild: On Roleplaying: Immunity to Death in Solo or Duo GamesShannonhttp://www.blogger.com/profile/00456068019298922261noreply@blogger.comBlogger13125tag:blogger.com,1999:blog-2858586393857050613.post-34611404676713597932013-10-14T11:16:37.745+10:302013-10-14T11:16:37.745+10:30I like that, and yes, you know you're doing su...I like that, and yes, you know you're doing survival horror right when players get clingy with their resources.Shannonhttps://www.blogger.com/profile/00456068019298922261noreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-15750772454708572812013-10-14T00:15:01.514+10:302013-10-14T00:15:01.514+10:30Yeah, as long as players can run and are *trained*...Yeah, as long as players can run and are *trained* to run when they don't have any Fate Points or Redshirts then it should work. My problem was players assuming that the combat difficulty was set to the player's so when i said they ought to run they thought i was just trying to be atmospheric.<br /><br />(hehe)<br /><br />"Especially if you chain the adventures into a campaign"<br /><br />Yes, got me thinking now, 7 adventures, difficulty 1-7 with each of 1-6 having 1/6 of the clue to number 7 and the first clue the players get being randomly chosen from any of 1-6. Each of adventures 1-6 would have a main investigative trail and a sub-trail leading to a clue to one of the other adventures (randomly rolled also).<br /><br />So for example the DM rolls and the first clue the players get is to adventure 6. They get their butt kicked following the main trail (gaining some skills in the process) but complete the sub-trail getting a clue to another adventure (which the GM rolls for and gets 3). So they follow the trail for adventure 3 and get their butt kicked again but adventure 3's sub-trail is easy enough and leads to another adventure clue and this time the GM rolls a 1 and they finally get to beat something!<br /><br />(Adventure 1 would also have a sub-trail with only the clues to adventures 2, 4 and 5 left to find.)<br /><br />Not knowing what they were heading into the players would clutch very tight onto their Fate Points :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-65640477930199943152013-10-13T11:37:41.151+10:302013-10-13T11:37:41.151+10:30Aww, I love the idea of the random difficulty leve...Aww, I love the idea of the random difficulty levels on the adventures. A random combination could work quite nicely to make the players really worry before every adventure. Like Russian roulette with each new adventure that wasn't "so bad" they will grow more and more nervous. Especially if you chain the adventures into a campaign so that the same PCs are involved in each (presuming they still live).Shannonhttps://www.blogger.com/profile/00456068019298922261noreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-74497479927630793972013-10-13T11:36:22.515+10:302013-10-13T11:36:22.515+10:30Run and hide, or be slammed by pain! Certainly wo...Run and hide, or be slammed by pain! Certainly works well for a purist model. I'm amazed by how many folks manage to play pulp with the standard rules.Shannonhttps://www.blogger.com/profile/00456068019298922261noreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-77760545085712595082013-10-13T10:02:14.216+10:302013-10-13T10:02:14.216+10:30I've ran multiple Cthulhu games where all the ...I've ran multiple Cthulhu games where all the players died. I don't see how they can be run realistically without a high body count or didn't until i had the idea for Fate Points and Redshirts and telling the players to run when they didn't have any. Players are used to other games where the monsters are set to the player's level but I think that spoils Cthulhu. If i had the time i'd prep six Cthulhu adventures at a time from easy to insanely difficult and then roll randomly for which one the players get first. As long as their skills etc go up a little even from failing they get stronger and they can come back to it later.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-75187785909269996052013-10-13T09:55:37.559+10:302013-10-13T09:55:37.559+10:30I think Cthulhu needs slowly replenishing PC Fate ...I think Cthulhu needs slowly replenishing PC Fate Points, NPC redshirts to maintain the death count at a reasonable level and to slowly grind the player characters down with insanity instead - unless they insist on doing something dangerous when they have no Fate Points or redshirts.<br /><br />In Cthulhu players need to be slowly trained to run.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-27977430852449395252013-10-04T05:11:22.326+09:302013-10-04T05:11:22.326+09:30PCs, yeah, I think so (though that game left two o...PCs, yeah, I think so (though that game left two out of four dead). Why so surprised?Shimmin Beghttps://www.blogger.com/profile/10350037986748679919noreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-33820570855019458632013-10-01T07:51:21.495+09:302013-10-01T07:51:21.495+09:30I haven't had many more, to be honest.I haven't had many more, to be honest.Shannonhttps://www.blogger.com/profile/00456068019298922261noreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-73909311661403830402013-10-01T07:44:42.652+09:302013-10-01T07:44:42.652+09:30This comment has been removed by the author.Shannonhttps://www.blogger.com/profile/00456068019298922261noreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-69756122651464256172013-10-01T05:51:45.402+09:302013-10-01T05:51:45.402+09:30Shimmin,
Only one time in your rpg playing has so...Shimmin,<br /><br />Only one time in your rpg playing has someone died?!<br /><br />David S.The Dale Wardenshttps://www.blogger.com/profile/12864432866927396245noreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-86881587977209317042013-10-01T05:50:18.189+09:302013-10-01T05:50:18.189+09:30Hi Shannon,
Death in RPGs is a really interesting...Hi Shannon,<br /><br />Death in RPGs is a really interesting subject. If you ever need a topic, I would like to hear more on your, and hopefully some of the reader's opinion on it. How often do players die in your games?<br /> <br />I read a HP Lovecraft book years ago, but it was perhaps a solo adventure with multiple characters... It started out with the first character exploring his past and an old family property, the second was his friend (or relative) who came looking for him, and the third was a psychologist. Perhaps they were all the same player, the new one taking off where the last one left off?<br /><br />I like a very ground based game where if things can break, at times they will. I started playing D+D with the blue box edition, and in those days 0hp was death. I still have the original character sheet (we put all 7 characters on one sheet) and 3 of them died in the very first dungeon we went into. <br /><br />In solo player Call of the Cthulhu it seems tough to be hard lined though...<br /><br /><br />David S.The Dale Wardenshttps://www.blogger.com/profile/12864432866927396245noreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-62836195275993163632013-08-19T09:48:09.606+09:302013-08-19T09:48:09.606+09:30Yeah, plot immortality is often the most interesti...Yeah, plot immortality is often the most interesting type to provide and often encourages creativity in the Storyteller as well. It often also allows that old trope: "It just got worse...."Shannonhttps://www.blogger.com/profile/00456068019298922261noreply@blogger.comtag:blogger.com,1999:blog-2858586393857050613.post-18065254526723791072013-08-18T18:29:57.228+09:302013-08-18T18:29:57.228+09:30Haven't encountered it, I'm afraid. Only ...Haven't encountered it, I'm afraid. Only thing I've played where anyone actually died was <i>Fiasco</i>. I suppose I aim for a sort of Schroedinger's death situation, where players understand that I'm unlikely to kill them off provided they don't create a situation where I'm obliged to reveal whether I would.<br /><br />I suppose one option, even in <i>Masks</i>, would be to do something similar - give them plot immortality rather than mechanical immortality, providing they don't push it. So perhaps when overpowered by cultists they get captured, stripped of possessions and locked up somewhere, but manage to escape; they're in a worse position (beaten and unarmed) and maybe lost an ally or resource, but they're still alive and have a chance to repair matters. Maybe bystanders or the police do actually intervene, which is very rare in RPGs; the cultists are chased off, but now the PC's stuck in long police interviews while the cultists are getting out of town and disposing of evidence.<br /><br />I've always liked <a href="http://www.shamusyoung.com/twentysidedtale/?p=1828" rel="nofollow">Shamus Young's</a> takes on <a href="http://www.escapistmagazine.com/articles/view/columns/experienced-points/6715-You-Dont-Scare-Me" rel="nofollow">this stuff</a>, though.Shimmin Beghttps://www.blogger.com/profile/10350037986748679919noreply@blogger.com