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<blockquote data-quote="Ariosto" data-source="post: 4804703" data-attributes="member: 80487"><p>"It's a gamble" seems about right. Based on all my past experience, I would call it a good one. A player getting bent out of shape about his character getting zapped with radiation and mutated is far from what I would expect -- which would be more like, "Cool! What new powers do I get?". Maybe the GM knew the original poster well enough not to "mess with" his or her character before coming out of stasis, but not enough to anticipate this reaction to its happening to someone else, or to the whole scenario.</p><p></p><p>More generally, I think it's a Very Good Thing when as a player I get to have a "real" experience rather than just pretend to have it. In this case, that would be the experience of genuine surprise as a consequence of actual ignorance. That's an intravenous injection of role playing!</p><p></p><p>There was only one way to achieve that, and the GM took it. If there ends up being a decision not to pursue the game further, it at least produced that one memorable moment. Your mileage may vary, but I've been through a few pretty forgettable sessions; so, I would not consider the whole thing a bust. If it's time to move on to something else, then move on. Whatever you play, play it to the hilt!</p><p></p><p>You took your chances when you chose to enter stasis. Your character could simply have perished. Instead, he or she awoke to a new world of adventure.</p><p></p><p>(Not being acquainted with <em>Alternity</em>, though, I wonder about the reference to "stasis". The term suggests to me, a la Larry Niven and Vernor Vinge, a sort of event horizon that I would expect to prevent such a change to an occupant. Cryogenics or some other sort of suspended animation would seem to me more appropriate. Then again, the radiation effects in the MA scenario are a far cry from "hard SF"!)</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4804703, member: 80487"] "It's a gamble" seems about right. Based on all my past experience, I would call it a good one. A player getting bent out of shape about his character getting zapped with radiation and mutated is far from what I would expect -- which would be more like, "Cool! What new powers do I get?". Maybe the GM knew the original poster well enough not to "mess with" his or her character before coming out of stasis, but not enough to anticipate this reaction to its happening to someone else, or to the whole scenario. More generally, I think it's a Very Good Thing when as a player I get to have a "real" experience rather than just pretend to have it. In this case, that would be the experience of genuine surprise as a consequence of actual ignorance. That's an intravenous injection of role playing! There was only one way to achieve that, and the GM took it. If there ends up being a decision not to pursue the game further, it at least produced that one memorable moment. Your mileage may vary, but I've been through a few pretty forgettable sessions; so, I would not consider the whole thing a bust. If it's time to move on to something else, then move on. Whatever you play, play it to the hilt! You took your chances when you chose to enter stasis. Your character could simply have perished. Instead, he or she awoke to a new world of adventure. (Not being acquainted with [I]Alternity[/I], though, I wonder about the reference to "stasis". The term suggests to me, a la Larry Niven and Vernor Vinge, a sort of event horizon that I would expect to prevent such a change to an occupant. Cryogenics or some other sort of suspended animation would seem to me more appropriate. Then again, the radiation effects in the MA scenario are a far cry from "hard SF"!) [/QUOTE]
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