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Deadly combat systems
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<blockquote data-quote="Gorgon Zee" data-source="post: 8861490" data-attributes="member: 75787"><p>The Fate SRD presents two options for being taken out. The first presented is that they can indeed die. The second is to choose another options. The reasoning they give is this:</p><p></p><p>“The latter approach is recommended, mainly for the following reason: most of the time, sudden character death is a pretty boring outcome when compared to putting the character through hell. On top of that, all the story threads that character was connected to just kind of stall with no resolution, and you have to expend a bunch of effort and time figuring out how to get a new character into play mid-stride.”</p><p></p><p>This is not rules — this is recommendation. Moreover, it has nothing to do with Fate rules! It can be applied to any system, and indeed it has been. In 13th Age I think Rob Heinsoo suggests that only named NPCs can kill a player, which is a ruling I’ve adopted for pretty much all games I run.</p><p></p><p>In D&D Beyond, they say this about character death: “The point is, if a character should die, the player should feel as though they could have avoided it, or that at least their death was meaningful” - and then follows it up with six paragraphs explaining how being killed can be undone — basically “don’t kill characters unless it is cool to do so, and even then let them undo it if they want to”</p><p></p><p>There are games where the advice is to straight up kill always, I guess, but I‘m not sure I’ve ever played in them. Pretty much every game has advice that you don’t kill characters except when it’s meaningful, climactic, special or whatever. I agree with you that Fate games are more likely to heed the advice than D&D games, but it’s still just advice. [USER=6998052]@Jd Smith1[/USER] asked for “combat systems” that are deadly, and a realistic Fate game, with the optional weapon rules (which have been in most realistic games of Fate I’ve been involved with), make it pretty deadly.</p><p></p><p>If you include advice, Fate is not usually deadly, because the advice to the GM is not to be a dick. Older games don’t have that advice, so they are more deadly because the GM has more latitude to kill characters for being unlucky. But if you look just at combat systems, Fate can have you taken out easily, and the same style of GMing that kills a first level mage when a barbarian crits him will have the Fate character die too.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8861490, member: 75787"] The Fate SRD presents two options for being taken out. The first presented is that they can indeed die. The second is to choose another options. The reasoning they give is this: “The latter approach is recommended, mainly for the following reason: most of the time, sudden character death is a pretty boring outcome when compared to putting the character through hell. On top of that, all the story threads that character was connected to just kind of stall with no resolution, and you have to expend a bunch of effort and time figuring out how to get a new character into play mid-stride.” This is not rules — this is recommendation. Moreover, it has nothing to do with Fate rules! It can be applied to any system, and indeed it has been. In 13th Age I think Rob Heinsoo suggests that only named NPCs can kill a player, which is a ruling I’ve adopted for pretty much all games I run. In D&D Beyond, they say this about character death: “The point is, if a character should die, the player should feel as though they could have avoided it, or that at least their death was meaningful” - and then follows it up with six paragraphs explaining how being killed can be undone — basically “don’t kill characters unless it is cool to do so, and even then let them undo it if they want to” There are games where the advice is to straight up kill always, I guess, but I‘m not sure I’ve ever played in them. Pretty much every game has advice that you don’t kill characters except when it’s meaningful, climactic, special or whatever. I agree with you that Fate games are more likely to heed the advice than D&D games, but it’s still just advice. [USER=6998052]@Jd Smith1[/USER] asked for “combat systems” that are deadly, and a realistic Fate game, with the optional weapon rules (which have been in most realistic games of Fate I’ve been involved with), make it pretty deadly. If you include advice, Fate is not usually deadly, because the advice to the GM is not to be a dick. Older games don’t have that advice, so they are more deadly because the GM has more latitude to kill characters for being unlucky. But if you look just at combat systems, Fate can have you taken out easily, and the same style of GMing that kills a first level mage when a barbarian crits him will have the Fate character die too. [/QUOTE]
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