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<blockquote data-quote="Lanefan" data-source="post: 8659558" data-attributes="member: 29398"><p>We've had different experiences, then. Part of it might be that our characters often tend to see themselves (i.e. be seen by their players) as independent entities, and thus if one of them does something rash the others might just bail out and leave him to it rather than let themselves get dragged into whatever trouble he's just provoked - it's their choice, and they know it. End result: TPKs are extremely rare, but individual character deaths etc. are not.</p><p></p><p>What it doesn't allow for*, however, is two characters independently escaping in different directions while a third (the gun guy) gets disarmed and beaten to a pulp while the other three surrender quietly. There seems to be no opportunity for independent action by the other PCs.</p><p></p><p>* - or doesn't seem to, as written.</p><p></p><p>Thing is, I very much maintain that movies and TV shows are forced to function under constraints that RPGs are not, the most crucial of these being run-time. A movie has to fit into a certain vague run time; a TV show into a precise-to-the-second one. An RPG's "run time", however, is completely open-ended, thus that externally-forced reason to edit out details or skip potentially-relevant stuff does not exist.</p><p></p><p>Sure, no argument there; I've seen such things happen both as player and DM.</p><p></p><p>But if the PCs put themselves into a position where they're likely to get beaten down then it only makes sense that getting beaten down is the most likely (though by no means guaranteed!) outcome, with commensurate loss of resources and gain of hard feelings. Further - and back to my point about PCs acting independently - playing out the fight also allows individual PCs to try to escape, to try to change sides, to try to bargain for their own lives, or any of a bunch of other possibilities denied them by jumpng straight to "You're caught and captured".</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8659558, member: 29398"] We've had different experiences, then. Part of it might be that our characters often tend to see themselves (i.e. be seen by their players) as independent entities, and thus if one of them does something rash the others might just bail out and leave him to it rather than let themselves get dragged into whatever trouble he's just provoked - it's their choice, and they know it. End result: TPKs are extremely rare, but individual character deaths etc. are not. What it doesn't allow for*, however, is two characters independently escaping in different directions while a third (the gun guy) gets disarmed and beaten to a pulp while the other three surrender quietly. There seems to be no opportunity for independent action by the other PCs. * - or doesn't seem to, as written. Thing is, I very much maintain that movies and TV shows are forced to function under constraints that RPGs are not, the most crucial of these being run-time. A movie has to fit into a certain vague run time; a TV show into a precise-to-the-second one. An RPG's "run time", however, is completely open-ended, thus that externally-forced reason to edit out details or skip potentially-relevant stuff does not exist. Sure, no argument there; I've seen such things happen both as player and DM. But if the PCs put themselves into a position where they're likely to get beaten down then it only makes sense that getting beaten down is the most likely (though by no means guaranteed!) outcome, with commensurate loss of resources and gain of hard feelings. Further - and back to my point about PCs acting independently - playing out the fight also allows individual PCs to try to escape, to try to change sides, to try to bargain for their own lives, or any of a bunch of other possibilities denied them by jumpng straight to "You're caught and captured". [/QUOTE]
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