Song of Ice and Fire - Opinions as a Lasting Campaign?

Kalthanis

First Post
I love the books. However one of the things that makes that world so interesting is the amount of death held within. The constant threat that nobody is superpowered and there is no magical healing. That appeals to me on a number of levels.

My question is, "Do you think such a game can last through a long campaign?" I doubt that players are going to want to go into combat if it means they are going to lose limbs. I can see the mechanic by thumbing through the book at the store, Wounds and such. Armor seems a bit powerful. I do like the Intrigue (what would Westeros be without Intrigue?).

Any experience already? Thoughts? Another 'problem' I may face is that while I like to run politically minded games with espionage, a good 60% of my group likes to kick down doors and murder monsters. I'm not sure that a game designed to make combat really dangerous is for them.

Thanks for your words!
 

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If I remember correctly, Pendragon had the same problem of death but it worked well for longer campaigns. The problems and solutions might be similiar.
 

I love the books. However one of the things that makes that world so interesting is the amount of death held within. The constant threat that nobody is superpowered and there is no magical healing. That appeals to me on a number of levels.

My question is, "Do you think such a game can last through a long campaign?" I doubt that players are going to want to go into combat if it means they are going to lose limbs. I can see the mechanic by thumbing through the book at the store, Wounds and such. Armor seems a bit powerful. I do like the Intrigue (what would Westeros be without Intrigue?).

Any experience already? Thoughts? Another 'problem' I may face is that while I like to run politically minded games with espionage, a good 60% of my group likes to kick down doors and murder monsters. I'm not sure that a game designed to make combat really dangerous is for them.

Thanks for your words!

Whenever you have groups who like to kick down doors, kill monsters and take their stuff, these kind of deadly systems won't make them last long because combat is simply too deadly for them to stick around. Either they change their tactics (always figure a way to get in the first blow) or their style (avoid combat).

Of course, you can always give your player characters more "staying" power by introducing some kind of fate point mechanic (similar to Warhammer FRPG 2nd ed).

I read the first book and really enjoyed it a lot. I know with my players who have read the books, they wouldn't like to play in this campaign, because they are definitely door-bashers and looters.

Happy Gaming!
 

Well a friend of mine told me that the combat system was in the players' favor. The fact that the longest thread of the SoFI board was complaining about the combat system seem to only confirm this (but this is all rumors on my part).

Don't all the players have destiny points or something like that they can burn to save themselves?
 

When your health drops to zero or lower, your character is defeated. The opponent that defeated you chooses what to do with your character's sorry arse at that point.

Defeat
- Death (if the defeat was achieved with a vicious weapon then this is the only option)
- Maimed
- Ransom
- Take the Black
- Unconscious

Yielding
Alternatively, if you can see your character is about to go down, you can choose to yield and thus choose the nature of your defeat (which the narrator can accept, reject, or make a counter-offer to). If the player rejects the narrator's counter-offer then they cannot yield.

Destiny Point
Alternatively, you can use a destiny point (which is quite a big deal) and choose the manner of your defeat.

Overall, while the combat is deadly, there are lots of options to keep a campaign chugging along. Overall, I think the rules have been very nicely done and stay true to the style of the books.

Best Regards
Herremann the Wise
 

Destiny Points are very useful for keeping characters alive.

Also, since a lot of it is built around a "house" it's possible to have a player whose character dies take up another role within the house.

For the most part, consider it a lot like the books. The characters that act as narators for the various chapters are the "PCs" and thus, there are often new ones introduced over time, if necessary.

The system can be deadly, but generally, the well trained will dominate their less skilled opponent's. Wounds and Injuries are ways to stay alive in a fight, but make it harder to come back and win ... it may be just long enough to survive and surrender or finish the opponent off.

Our group has only started and it's been okay so far. My character started out missing an arm, but luckily he has his own cadre of guards to do his fighting for him ;).

EDIT:

As for staying true to the books ... so far, nearly every chapter in the books I've read, I've been able to see something from the game come up. Whether it be one of the flaws or benefits appearing on one of the characters, or the definition of a "hero" in a warfare situation, etc.
 

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