Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Your character died. Big deal.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4512235" data-attributes="member: 710"><p>Dropping James Bond or the Doctor is not forbidden. Just killing him. The laser beam scenario could be a point where "all bets are off" and the Death Flag is raised. Or there is a secondary stake - yes, you still get out if you fail your "Escape Artist" roll, but give your enemy enough time to succeed at a part of his plot. (And remember, villains do always succeed at something in Doctor Who or James Bond.) </p><p>Torg doesn't have a Death Flag, but there are Cards and Possibilities that would allow you to escape most situations (in fact, there is even a "Escape" Card that lets you autoamtically flee any <s>encounter</s>scene) - until the point where you have tried this too much, and are out of (suitable) cards and possibility points. (And overall, it succeeds very well at emulating "pulp", with Indiana Jones or The Mummy very often becoming our standard model to explain Torg <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Well, maybe the "you" was not clearly defined in this context. It was not just me "the writer", it was also "me, the protagonist".</p><p></p><p></p><p>Not if the random chance fails at delivering the stories I enjoy. I don't want to just to experience/create any story that comes out, I have certain concepts in minds. This starts even without narrative mechanics - if I create a Monk character I have different expectations from the story then when I play a Sorcerer.</p><p></p><p></p><p>I think Mallus works under the assumption that the random elements are already part of both concepts. The random elements still require you to pretend they mean anything.</p><p></p><p></p><p>I think generally the goal is to set a "theme". We want a story about a group of secret agents that - under daring risks - try to uncover the plot behind the assassination attempt on the prime minister. We want to avoid that the players avoid risks because... well, they are risky. SO we give them some advantage when doing something very risky, an incentive to risk things. And this advantage can be: "If you fail in the risky action, you won't die. But you still fail at it. So, if you want to jump onto the car you chase and you fail, you won't die on a failure or be severely injured - you're knocked out and the car escapes. The uncertainty is not "do I survive this madness?" but "do I succeed at it?"</p><p></p><p>The thrill is created from the question: "Do I succeed at my characters goals" not just "Do I survive". The appeal of this is particularly - if all I wanted was to survive, I would just say the character stays at home, never going on an adventure. But that's not enough.</p><p></p><p></p><p>It was something I hadn't, at that point, ever thought about. I haven't been playing that long then. But the idea that it could just be there because I needed it was new to me. It was something I had never thought about till that point in my role-playing experience. It was, of course, when I had little experience with RPGs.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4512235, member: 710"] Dropping James Bond or the Doctor is not forbidden. Just killing him. The laser beam scenario could be a point where "all bets are off" and the Death Flag is raised. Or there is a secondary stake - yes, you still get out if you fail your "Escape Artist" roll, but give your enemy enough time to succeed at a part of his plot. (And remember, villains do always succeed at something in Doctor Who or James Bond.) Torg doesn't have a Death Flag, but there are Cards and Possibilities that would allow you to escape most situations (in fact, there is even a "Escape" Card that lets you autoamtically flee any [s]encounter[/s]scene) - until the point where you have tried this too much, and are out of (suitable) cards and possibility points. (And overall, it succeeds very well at emulating "pulp", with Indiana Jones or The Mummy very often becoming our standard model to explain Torg ;) Well, maybe the "you" was not clearly defined in this context. It was not just me "the writer", it was also "me, the protagonist". Not if the random chance fails at delivering the stories I enjoy. I don't want to just to experience/create any story that comes out, I have certain concepts in minds. This starts even without narrative mechanics - if I create a Monk character I have different expectations from the story then when I play a Sorcerer. I think Mallus works under the assumption that the random elements are already part of both concepts. The random elements still require you to pretend they mean anything. I think generally the goal is to set a "theme". We want a story about a group of secret agents that - under daring risks - try to uncover the plot behind the assassination attempt on the prime minister. We want to avoid that the players avoid risks because... well, they are risky. SO we give them some advantage when doing something very risky, an incentive to risk things. And this advantage can be: "If you fail in the risky action, you won't die. But you still fail at it. So, if you want to jump onto the car you chase and you fail, you won't die on a failure or be severely injured - you're knocked out and the car escapes. The uncertainty is not "do I survive this madness?" but "do I succeed at it?" The thrill is created from the question: "Do I succeed at my characters goals" not just "Do I survive". The appeal of this is particularly - if all I wanted was to survive, I would just say the character stays at home, never going on an adventure. But that's not enough. It was something I hadn't, at that point, ever thought about. I haven't been playing that long then. But the idea that it could just be there because I needed it was new to me. It was something I had never thought about till that point in my role-playing experience. It was, of course, when I had little experience with RPGs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Your character died. Big deal.
Top