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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="JohnSnow" data-source="post: 8956062" data-attributes="member: 32164"><p>The simple fact is that heroes on fiction <em>usually</em> only die when it’s <em>dramatically appropriate</em>. What do I mean by that? As pointed out, Conan is sturdy enough to survive crucifixion. He doesn’t get mowed down by common soldiers. But the threat of death is real. His allies? They die, semi-frequently.</p><p></p><p>Another example is <em>The Hobbit</em> and <em>The Lord of the Rings</em>. Lots of folk die, and only one (Gandalf) gets better. Of the heroes’ major allies, three of the dwarves (Thorin, Fili and Kili), plus Boromir and Theoden all die. And Balin is killed between the stories.</p><p></p><p>But nobody goes out randomly. Boromir is killed defending Merry and Pippin, and goes down to overwhelming odds. It’s epic, heroic, and exactly what we want to emulate.</p><p></p><p>Honestly, I think the sweet spot for character durability in RPGs would be that they have a (non-diminishing) high chance to survive most encounters. How high? That depends on the game group and the tone you’re going for in a particular game, and it ought to be an easily tunable dial.</p><p></p><p>My two cents.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 8956062, member: 32164"] The simple fact is that heroes on fiction [I]usually[/I] only die when it’s [I]dramatically appropriate[/I]. What do I mean by that? As pointed out, Conan is sturdy enough to survive crucifixion. He doesn’t get mowed down by common soldiers. But the threat of death is real. His allies? They die, semi-frequently. Another example is [I]The Hobbit[/I] and [I]The Lord of the Rings[/I]. Lots of folk die, and only one (Gandalf) gets better. Of the heroes’ major allies, three of the dwarves (Thorin, Fili and Kili), plus Boromir and Theoden all die. And Balin is killed between the stories. But nobody goes out randomly. Boromir is killed defending Merry and Pippin, and goes down to overwhelming odds. It’s epic, heroic, and exactly what we want to emulate. Honestly, I think the sweet spot for character durability in RPGs would be that they have a (non-diminishing) high chance to survive most encounters. How high? That depends on the game group and the tone you’re going for in a particular game, and it ought to be an easily tunable dial. My two cents. [/QUOTE]
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