rycanada said:The death flag is definitely designed for campaigns where characters can't come back from the dead. I should have been clear about that.
Sort of like this:
Say I'm a player character. I get Conviction (awesome!) and I can kick ass six ways from Sunday. My death flag is, by default, down. This means I'm not going to get killed randomly. You reduce me to death and I somehow manage to hang on. Maybe I rolled off the cliff into the water, maybe I'm taken prisoner, whatever. But random stuff isn't going to kill me; I'm an action hero.
But sometimes something is very important; I'm up against the Lich that killed my father. I have to put my all into this. I'm putting EVERYTHING on the line. Damnit, I'm going to do this even if it kills me (at the game table, my player raises the death flag). I'm still an action hero, and I get 6 more Conviction points to spend. But now I'm an action hero on his death run. Somehow, be it the camera work or the lighting, you can tell that the stakes are higher now. Right now, anything that can kill me, kills me.
This is a big change in the "social contract" between players and GM. The player decides what's worth risking the character on, compared to standard lethal games where the player is always at the mercy of the GM.
beautiful man, just beautiful. I have already proposed the Conviction rule to my group, and I'm going to add Death Flag to the wish list as well. Ideally, they would be willing to pursue the E6 variant, but, that is going to be a harder sell. Good work Ry.