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Death and Storytelling
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<blockquote data-quote="Umbran" data-source="post: 7449091" data-attributes="member: 177"><p>Who here has watched Babylon 5? It was a story conceived to take 5 seasons to tell, 5 years in normal time. A *lot* can happen to people in 5 years, and in several cases things happened to people on the show, that led to them leaving. How did JMS deal with that?</p><p></p><p>Well, the first was to never have an important plotline that was linked to one and only one character. The characters of Na'toth, Lennier, and Vir were there in significant part to act as backup for G'kar, Delenn, and Londo. If anything had happened such that the actor of one of the ambassadors had to leave the show, there was an assistant who could pick up their plotlines.</p><p></p><p>But, usually in most games, I don't bother with that level of protection. If a character dies, plotlines that they were connected to are either picked up by another character voluntarily, or they just die. So be it. </p><p></p><p>And, to the point about fudging - I do occasionally fudge, but it is not to protect PCs from death that would kill off one of my precious, precious plots. For me, fudging is a tool for controlling short-term ebb and flow of play, not for managing long term plots.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7449091, member: 177"] Who here has watched Babylon 5? It was a story conceived to take 5 seasons to tell, 5 years in normal time. A *lot* can happen to people in 5 years, and in several cases things happened to people on the show, that led to them leaving. How did JMS deal with that? Well, the first was to never have an important plotline that was linked to one and only one character. The characters of Na'toth, Lennier, and Vir were there in significant part to act as backup for G'kar, Delenn, and Londo. If anything had happened such that the actor of one of the ambassadors had to leave the show, there was an assistant who could pick up their plotlines. But, usually in most games, I don't bother with that level of protection. If a character dies, plotlines that they were connected to are either picked up by another character voluntarily, or they just die. So be it. And, to the point about fudging - I do occasionally fudge, but it is not to protect PCs from death that would kill off one of my precious, precious plots. For me, fudging is a tool for controlling short-term ebb and flow of play, not for managing long term plots. [/QUOTE]
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