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<blockquote data-quote="Ruin Explorer" data-source="post: 9708516" data-attributes="member: 18"><p>I think you're going to be very surprised here. A lot of people like to let it ride, and that includes narratively. If you don't intervene and tell them how bad you think it is and/or house-rule it out, unless your players are very unusual, I pretty much guarantee you'll see it used within the first five times a PC hits the Death rules.</p><p></p><p>I mean, let's be real - there are some players who will never do anything but Avoid Death. And there will be players who are just looking for Blaze of Glory. But there are others who want to find out what happens, rather than a pre-decided idea of what should happen, and Risk It All is for them.</p><p></p><p></p><p>See, I feel like this is your personal hang-up, and you are extending to first, all of your group, and just blithely assuming they all share it, and then you're sort of extending it further and kind of assuming everyone shares it and we all think this is weird to some greater or lesser extent in a "narrative" RPG.</p><p></p><p>Let me assure you - that is not the case.</p><p></p><p>I don't think you're even right about you own group - my guess would be you've never asked them about this, because it's not a common thing. If you do ask them, maybe try and do so neutrally, by asking about the death moves in general and what they think. I think even that might surprise you.</p><p></p><p>Your general thinking here seems to be about narrative RPGs essentially meaning predestination/control, that you'd only want PCs to die with it was something that dramatic circumstances supported. In reality most RPGs that kill PCs, most of the PCs who get killed, it's not really dramatically appropriate, it's just whoops the dice turned up that way and a lot of players are just fine with that. And they don't stop being fine with that just because they're in a more narrative-oriented RPG.</p><p></p><p>Even the more narratively-minded ones may not actually have a strong idea of whether they want their PC live or die at this precise moment - if they do have a strong idea, they have those options - they can choose for the PC to definitely live, or definitely die. But you shouldn't be assuming people don't like idea of seeing what the dice tell them happens just because "narrative". Narrative games are very frequently guided by dice - huge things happen in PtbA or FitD games because the dice said so - absolutely including deaths.</p><p></p><p>As an aside, I actually think Blaze of Glory is much, much, much more likely to cause a real narrative problem than Risk It All. Because Blaze of Glory is basically situated as being extremely powerful - i.e. they explain the power as sort of being enough to one-shot a boss but maybe not enough to smash the walls to Heaven, which is a pretty wide space! And a PC who dies in a dumb way could easily invoke Blaze of Glory (perhaps because they're bored of that PC and have an exciting idea for the replacement - I've seen that happen in other games!), and then you might be in a very tricky situation trying to figure how exactly the guy who got killed by a single goblin because he'd just completely forgotten/refused-for-dumb-reasons ("I'm saving them!") to use any healing pots is going to have some earthshattering "Blaze of Glory" moment. Cooperative players will solve a lot but that is the genuinely concerning death move for me.</p><p></p><p>EDIT - I would personally pick Risk It All in any narrative situation where either my PC dying OR my PC living could be narratively exciting, and where I didn't have a really strong opinion myself as to which was the way to go. That's definitely happened a few times over the years, but mostly in games where I didn't actually have a choice lol!</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9708516, member: 18"] I think you're going to be very surprised here. A lot of people like to let it ride, and that includes narratively. If you don't intervene and tell them how bad you think it is and/or house-rule it out, unless your players are very unusual, I pretty much guarantee you'll see it used within the first five times a PC hits the Death rules. I mean, let's be real - there are some players who will never do anything but Avoid Death. And there will be players who are just looking for Blaze of Glory. But there are others who want to find out what happens, rather than a pre-decided idea of what should happen, and Risk It All is for them. See, I feel like this is your personal hang-up, and you are extending to first, all of your group, and just blithely assuming they all share it, and then you're sort of extending it further and kind of assuming everyone shares it and we all think this is weird to some greater or lesser extent in a "narrative" RPG. Let me assure you - that is not the case. I don't think you're even right about you own group - my guess would be you've never asked them about this, because it's not a common thing. If you do ask them, maybe try and do so neutrally, by asking about the death moves in general and what they think. I think even that might surprise you. Your general thinking here seems to be about narrative RPGs essentially meaning predestination/control, that you'd only want PCs to die with it was something that dramatic circumstances supported. In reality most RPGs that kill PCs, most of the PCs who get killed, it's not really dramatically appropriate, it's just whoops the dice turned up that way and a lot of players are just fine with that. And they don't stop being fine with that just because they're in a more narrative-oriented RPG. Even the more narratively-minded ones may not actually have a strong idea of whether they want their PC live or die at this precise moment - if they do have a strong idea, they have those options - they can choose for the PC to definitely live, or definitely die. But you shouldn't be assuming people don't like idea of seeing what the dice tell them happens just because "narrative". Narrative games are very frequently guided by dice - huge things happen in PtbA or FitD games because the dice said so - absolutely including deaths. As an aside, I actually think Blaze of Glory is much, much, much more likely to cause a real narrative problem than Risk It All. Because Blaze of Glory is basically situated as being extremely powerful - i.e. they explain the power as sort of being enough to one-shot a boss but maybe not enough to smash the walls to Heaven, which is a pretty wide space! And a PC who dies in a dumb way could easily invoke Blaze of Glory (perhaps because they're bored of that PC and have an exciting idea for the replacement - I've seen that happen in other games!), and then you might be in a very tricky situation trying to figure how exactly the guy who got killed by a single goblin because he'd just completely forgotten/refused-for-dumb-reasons ("I'm saving them!") to use any healing pots is going to have some earthshattering "Blaze of Glory" moment. Cooperative players will solve a lot but that is the genuinely concerning death move for me. EDIT - I would personally pick Risk It All in any narrative situation where either my PC dying OR my PC living could be narratively exciting, and where I didn't have a really strong opinion myself as to which was the way to go. That's definitely happened a few times over the years, but mostly in games where I didn't actually have a choice lol! [/QUOTE]
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