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Originally Posted by Enpeze
Maybe we should explain what "heroic" means in this. Or if non-heroic means that a character could get killed at every moment in the story or not. I think if you answer the question with "not" then the character is not non-heroic anymore. Its just a low skill hero in disguise.
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That wasn't what I meant by the distinction. By heroic I was referring to the character's actions in the story. Many stories have normal people, or central characters who are less that noble. It's not really about if they can get killed or not. That is the thing, they really can't. It has to do with narrative structure. If you kill off the central character partway through the story, it derails the rest of the story. The loss of the main character can be dealt with in several ways, usually by promoting another character to central character status for the rest of the story. Other approaches are to use a non-linear story. An example would be in Pulp Fiction, where one of the characters gets killed in one scene, and they appears later in the movie n a story that is assumed to have taken place at an earlier time. That sort of solution is hard to implement in RPGs, and sort of makes it even hard to maintain suspension of disbelief. You can start a novel or movie with the main character's death and then go into a flashback, but the technique isn't very common in gaming.
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Originally Posted by Enpeze
I think it depends on the story and the flexibility of the GM/player if this happens. Additionally "story derailing" has a very broad spectrum of interpretation. Eg my interpretation of "story derailing" is that it is sometimes even necessary to play a story upside down and totally different from your plan in order to immerse players. I am always ready do this and change a plot for 180 degrees because of various cirucumstances (actions and ideas of the players, death of a PC or NPC etc.).
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As a GM should be. THat is really a central point to a RPG. If we wanted to be spectators we could read a book, or watch a TV show or movie. It is the interactaive quality that makes RPGs appaelaing. The ability to do what yuo wouldn want to do (or what your character would want to do) rather than what action someone else has decied for the character that is fun.
But by story derailing, especially in terms of a long term, on-going story, I am talking about situation where adventures are tailored to the characters rather than just being something that characters are "plugged" into. For example, if a PC is out looking to find his long lost brother, that is an important campaign goal for that character. If that PCs dies, a lot of the interest in that particular storyline will die with him. Maybe some other PC could decide to take an interest, or find the brother to honor their deceased companion, but the whole stroy arc could just as easily be left unresolved. This can be a bit of a problem since the PCs are not only actors, but the audience as well. For instance, if Luke Skywalker got killed by the Wampa ice creature, the audience would still be interested in Darth Vader, even if the other characters don't have a personal motivation to go after him.
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Originally Posted by Enpeze
My experiences are different. Its not that I want somebody see dying, but I am a believer of dice rolling and destiny. Never fugding the dice is my credo. Fudging dice means railroading and this I absolutely hate. In your system the players are dealing the whole time with dangerous stuff and live dangerous lives but they should not suffer any consequences untill they approach some idealized final fight. (if this concept of final fight is always necessary is another can of worms) I would not call this a very realistic resolving of situations. Its sounds rather scripted.
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Not really. Like I said earlier, it is a balancing act. I don't fudge, or have done so very infrequently. I've reversed a ruling a re fought a few battles when I felt the PCs weren't given a fair shake. For instance, one of my players was blind and sometimes he thought that he was at one part of the room instead of another, so I accommodated when he did something that seemed suicidal. But generally, I let the dice (and the PCs) fall where they may. As a GM I also do a lot of prep work to avoid that, though. If the PCs die every week then no one has fun. So I usually set the adventures up with a strong bias for the PCs. Everyone really does that. If it were 50-50 every fight, then 90% of campaigns wouldn't last 6 weeks.
Of course style and lethality varies by genre and game. I have run RQ and L5R campaigns where I literally wiped out half the group each week ("You can't fix stupid."). I've run Morrow Project and have generally wiped out over 95% of the PCs with only a single session being successful for the PCs. I've also run games like Marvel Superheroes where not a single PC was killed in the running of the adventures. Beaten senseless and buried under 40 tons of rubble, swallowed whole by a dinosaur or abducted by aliens, sure--but not killed.
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Originally Posted by Enpeze
But not too many, no? 
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THe key word being "too". That's subjective. You could have an exciting RPG game by having everyone wake up with amesnia and knowing nothing. Maybe even spending points on skills or rolling attributes
during play.
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Originally Posted by Enpeze
I absolutely agree and this was one of the main points of my question in my first thread post. (the point "refusal to let a player die")
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Well, I see two differernt issue here. One is simply providing variety buy coming up with something else to risk besides the character lives. That is good. If the players can get into something other that fighting and care for something you have tension and things can be exciting. There is nothing wrong with a high stakes poer game that won't lead to violence, or a contest of some sort. It is the challenge that is important. The stakes (the characters lives or not) are really only important for keeping the players interested. That why killing characters isn't fun, just a unpleasant duty that is required tomaintain the excitement of a campaign. But, if another meaninful contest is substituted for combat, that's fine.
On the other hand, some RPGs do go out of the way to make characters invulnerable, and that can be a bore. But then one of the biggest exmples of this is the most popular RPG out there. Not too many other games let you shrug off a .50 caliber bullet like D&D. At least not many that don't dress characters up in capes and tights.
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Originally Posted by Enpeze
Thanks. Now we are at one of the main reasons of the change. Cinema! I am convinced that gaming is for many people just a replacement for interactive movies/TV. It was different 25 years ago because movies/TV has been not so prominent in our brains because there were fewer shows. A good example of this is that every even slightly successful TV show, book and movie gets his own roleplaying game today. 1980 there was not much sign of this. The players didnt play "firefly", "buffy" or "Battlestar Galactica" immortal serial heroes. They didnt play anime heroes or Conan d20. They played generic characters in generic worlds like dwarfs, fighters in ravenloft or a traveller merc.
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I disagree. I think film/cineman is the most noticeable expression, but really the concept comes from the narrative structure. Rpgs are probably inspired more by literary sources than TV Or cinema. We expect Conan, Aragorn, John Carter, King Arthur, and such characters to live through their adventures (most if not all) and for good to triumph over evil and feel cheated and surprised in they were to bite the dust on page 8. The film/TV tie in RPGs might demonstrate that, but the source goes back to older forms of story telling.
If Tarzan of the Apes had ended with the Apes bashing the baby's brains out against a tree in the first chapter, or Tarzan getting eaten by a lion during his "first adventure" the story does work. THe same feeling does accompany RPGs.
Keep in mind RPGs are not really a game/contest. It's a rigged game. It isn't about who wins and looses, but
how they do so. Any GM can wipe out any character at any time. The GM holds all the cards.