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*TTRPGs General
Plot immunity for PCs
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<blockquote data-quote="Kichwas" data-source="post: 1097747" data-attributes="member: 891"><p>Characters not built to survive combat shouldn't.</p><p></p><p>To survive, they should avoid it.</p><p></p><p>By being less forgiving, by not fudging, you can sometimes get players to think more creatively. Their first dozen or so characters will get wasted in the transition, but once they realize the world bites back they'll start thinking like people who want to stay alive -and suprising more of them will be able to do so.</p><p></p><p>I used to have a philosophy that you had to use script immunity to get in depth roleplay, and about a yewar ago I would have posted the same post as d4 and bekkilyn_rpg have been doing.</p><p></p><p>In fact if we could all search archives here I could find a post by me to that effect.</p><p></p><p>But sometimes it just doesn't hold. Removing the script immunity makes it a lot harder to get by, but you learn and adopt and find you can still get into the characters. Even more so after they've managed to pull through. You also find some players will really begin to learn how to survive. Some won't, some are the sorts of people who just can't handle an actual threatening situation -they'll roleplay fine, but keep losing characters from foolishness.</p><p></p><p>What happens with the smarter players in a lethal play style is that they begin to think as if they were the people in these situations. They stop taking stupid risks, they start planning, they start doing threat analysis, and they start treating NPCs with respect and either trying for alternate methods of goal achivement, making compromises, or accepting that NPCs have a right to their corner of the world as well. In this way, roleplay and depth of story actually starts to go up, not down.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 1097747, member: 891"] Characters not built to survive combat shouldn't. To survive, they should avoid it. By being less forgiving, by not fudging, you can sometimes get players to think more creatively. Their first dozen or so characters will get wasted in the transition, but once they realize the world bites back they'll start thinking like people who want to stay alive -and suprising more of them will be able to do so. I used to have a philosophy that you had to use script immunity to get in depth roleplay, and about a yewar ago I would have posted the same post as d4 and bekkilyn_rpg have been doing. In fact if we could all search archives here I could find a post by me to that effect. But sometimes it just doesn't hold. Removing the script immunity makes it a lot harder to get by, but you learn and adopt and find you can still get into the characters. Even more so after they've managed to pull through. You also find some players will really begin to learn how to survive. Some won't, some are the sorts of people who just can't handle an actual threatening situation -they'll roleplay fine, but keep losing characters from foolishness. What happens with the smarter players in a lethal play style is that they begin to think as if they were the people in these situations. They stop taking stupid risks, they start planning, they start doing threat analysis, and they start treating NPCs with respect and either trying for alternate methods of goal achivement, making compromises, or accepting that NPCs have a right to their corner of the world as well. In this way, roleplay and depth of story actually starts to go up, not down. [/QUOTE]
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