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Where does the punitive approach to pc death come from?
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<blockquote data-quote="I'm A Banana" data-source="post: 6529249" data-attributes="member: 2067"><p>I can see what you're saying. In terms of how this applies to RPG play, though, I'd say that those individual actors in each "episode" are less like RPG characters and more like resources that the player controlling a family spends to accomplish a goal. They're more akin to units in a strategy game, or chess pieces (and as such, they don't need all the complexity, depth, and variety of a normal RPG PC - a few unique tricks and traits are usually enough). In D&D terms, the individual people are more like spells or HP or GP - things that make up the strength of a given family, but not so important that you can't lose them or spend them to get a result. </p><p></p><p></p><p></p><p></p><p>Well, that's just a robust, believable world! Everyone is at the center of their own story, even if it's not something that gets "screen time." </p><p></p><p></p><p></p><p>Sounds complex. I think I'd re-think my level of focus - rather than individual characters, I'd have the players build a house (with ability scores like Population and Resources and Reputation rather than Constitution and Intelligence and Charisma), and consider the important characters within those houses as packets of "HP" (run out of them and your house falls apart), each perhaps with some special ability that functions similar to a spell (roll a Reputation save or lose 3d6 House Points...)....so a single session could fly between scenes in various regions of the kingdoms, with various characters acting to assist each other or destroying their common enemy...</p><p></p><p>Basically, keep the structure of the game intact, and zoom out to the same level that the actual protagonists dwell in.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6529249, member: 2067"] I can see what you're saying. In terms of how this applies to RPG play, though, I'd say that those individual actors in each "episode" are less like RPG characters and more like resources that the player controlling a family spends to accomplish a goal. They're more akin to units in a strategy game, or chess pieces (and as such, they don't need all the complexity, depth, and variety of a normal RPG PC - a few unique tricks and traits are usually enough). In D&D terms, the individual people are more like spells or HP or GP - things that make up the strength of a given family, but not so important that you can't lose them or spend them to get a result. Well, that's just a robust, believable world! Everyone is at the center of their own story, even if it's not something that gets "screen time." Sounds complex. I think I'd re-think my level of focus - rather than individual characters, I'd have the players build a house (with ability scores like Population and Resources and Reputation rather than Constitution and Intelligence and Charisma), and consider the important characters within those houses as packets of "HP" (run out of them and your house falls apart), each perhaps with some special ability that functions similar to a spell (roll a Reputation save or lose 3d6 House Points...)....so a single session could fly between scenes in various regions of the kingdoms, with various characters acting to assist each other or destroying their common enemy... Basically, keep the structure of the game intact, and zoom out to the same level that the actual protagonists dwell in. [/QUOTE]
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Where does the punitive approach to pc death come from?
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