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    Character Death

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    • Third EyeT
      Third Eye @Roz
      last edited by Third Eye

      @Roz said in Factions:

      I only played a couple different characters on it during its runtime - and there certainly wasn’t loss without drama - but one of the things I remember from The Greatest Generation’s gameplay was that it was pretty easy to join the game, get enmeshed and equally very easy to die. It was a bit of a bummer if your medic died because the place you were in got (suspiciously specific reference here, hmm), but there were other options you could jump into. I think TGG was less of a true RPG as we know Star Wars, WoD, Pern, Arx/L&L games more in the vein of a combat simulation a la (what I’ve heard about) BattletechMUX, so maybe that’s part of the difference too, as you kind of expected the characters to be short-lived.

      I wasn’t on The Greatest Generation, but my impression of how people have talked about it really points at the expectation aspect to me. People went in knowing their characters were almost surely going to die. That was, from everything I’ve heard, kind of core to the game’s conceit: there were limited-time campaigns, and PCs would die. When players expect to lose their characters, it reframes our entire approach.

      Oh, hey, TGG has been invoked. This was one of my favorite RP experiences (bolded for emphasis). Some players were mainly there for the combat, but there were also a handful of us who treated it liked Band of Brothers MUSH and that was very rewarding. I’d say the probability you’d lose your PC made certain little character moments more impactful, as did the short-run campaigns, yeah. The headwiz referred to it as a ‘game of two halves’ and I was always more into the RP half than the combat, though the combat was fun or I wouldn’t have played it.

      It was also, and I think sometimes people who didn’t play it don’t get this, a purely PVE game. Everybody was a soldier in the same unit. There were no opposed factions in-play at a given time. It’s not really applicable to this conversation.

      I want something else to get me through this
      Semi-charmed kinda life, baby, baby
      I want something else, I'm not listening when you say good-bye

      She/Her or They/Them

      somasatoriS 1 Reply Last reply Reply Quote 2
      • somasatoriS
        somasatori @Third Eye
        last edited by

        @Third-Eye said in Factions:

        It was also, and I think sometimes people who didn’t play it don’t get this, a purely PVE game. Everybody was a soldier in the same unit. There were no factions. It’s not really applicable to this conversation.

        Yeah, fair, I was mostly bringing it up to emphasize my point about character death, but it was probably a bit of a cheap inclusion.

        "And the Fool says, pointing to the invertebrate fauna feeding in the graves: 'Here a monarchy reigns, mightier than you: His Majesty the Worm.'"
        Italo Calvino, The Castle of Crossed Destines

        Third EyeT 1 Reply Last reply Reply Quote 1
        • Third EyeT
          Third Eye @somasatori
          last edited by

          @somasatori
          Nah, it’s understandable, it just comes up from time to time and sometimes it seems to be an actual misconception about how the game operated. I assume people equate PC death with PVP. The relatively quickie CG did make spinning up a new character less arduous, but you still had people who were so invested in their particular PC they quit after they died.

          I want something else to get me through this
          Semi-charmed kinda life, baby, baby
          I want something else, I'm not listening when you say good-bye

          She/Her or They/Them

          1 Reply Last reply Reply Quote 1
          • MisterBoringM
            MisterBoring
            last edited by

            Should we maybe break this discussion of PC Death and Player Investment out to a new thread?
            Paging admins to the thread. Admins to the thread, cleanup on aisle 5.

            @Tez @Pyrephox @junipersky

            Proud Member of the Pro-Mummy Alliance

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            • TezT
              Tez Administrators
              last edited by

              I think it’s forked right. IF anything looks forkfucked, let me know.

              she/they

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              • MisterBoringM
                MisterBoring
                last edited by

                Looks good to me! Thanks @Tez!

                Proud Member of the Pro-Mummy Alliance

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                • PavelP
                  Pavel @somasatori
                  last edited by

                  @somasatori said in Character Death:

                  If no one ever loses a character in a faction conflict, you lose the stakes

                  I almost agree, here, but there are other stakes possible beyond losing a character. But, at least in my experience, players prone to wanting ‘dramatic’ character conflict are often purely interested in combat of some kind resulting in a character being left unplayable – that’s their version of victory. I hope that in more recent times such people have found other avenues and that we’ve entered a more story-driven era, but my experience is hardly unique. It might explain why so many people are reticent to offer up their characters to the slaughter. They put in all this effort to build a character, create interesting stories, and suddenly that story is cut short to feed an ego instead of completed to feed a narrative.

                  He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                  BE AN ADULT

                  1 Reply Last reply Reply Quote 3
                  • FaradayF
                    Faraday
                    last edited by

                    @Roz said in Character Death:

                    I wasn’t on The Greatest Generation, but my impression of how people have talked about it really points at the expectation aspect to me. People went in knowing their characters were almost surely going to die. That was, from everything I’ve heard, kind of core to the game’s conceit: there were limited-time campaigns, and PCs would die. When players expect to lose their characters, it reframes our entire approach.

                    This exactly. It’s like playing the Paranoia RPG. It’s right there on the tin that you should expect your PC to die. I might still be able to play and have fun with my friends, because at least I know what I’m getting into.

                    More importantly though, it’s a different kind of fun. In MUs, I’m in it for the soap opera. I want the long-term stories. I couldn’t care less how quick and easy the chargen process is, or whether I get to carry over the XP to my new character, or whatever other “compensation” you try to give me for losing my character. All of that is irrelevant because unwanted/unexpected character death is the equivalent of flipping over the chess board in a middle of a match.

                    I’m not saying games with PC death shouldn’t exist. To each their own. It’s just not for me because it’s undermining the very reason I’m playing the games in the first place.

                    PavelP 1 Reply Last reply Reply Quote 5
                    • PavelP
                      Pavel @Faraday
                      last edited by

                      @Faraday said in Character Death:

                      In MUs, I’m in it for the soap opera

                      In which case when your PC dies it should come back as your PC’s lost twin brother who immediately falls in love with his dead brother’s widow’s sister, who it turns out is actually adopted former European royalty.

                      He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                      BE AN ADULT

                      1 Reply Last reply Reply Quote 4
                      • somasatoriS
                        somasatori
                        last edited by

                        I’m personally very firmly on the side of pro-character death, but I do see @Faraday’s point in that we all come to games with different perspectives on what’s important.

                        I suppose, to me anyway, if you are playing in a game that’s attempting to emulate a TTRPG, regardless of which one, there should be some expectation of character death. Playing D&D, it’s expected that you might die (though admittedly there are many ways to offset that through resurrection and raise dead spells) pretty early on considering low HP. There is definitely a different vibe between starting out a D&D campaign and starting out a campaign of Dungeon Crawl Classics, of course, but … I dunno. Maybe this is just my personal experience with gaming coming up.

                        "And the Fool says, pointing to the invertebrate fauna feeding in the graves: 'Here a monarchy reigns, mightier than you: His Majesty the Worm.'"
                        Italo Calvino, The Castle of Crossed Destines

                        PavelP 1 Reply Last reply Reply Quote 1
                        • PavelP
                          Pavel @somasatori
                          last edited by

                          @somasatori I think the difference in view comes at least partially from the fact that D&D is born of wargames with RPG elements tacked on at the end. Originally, the ‘story’ was “we go through a dungeon and kill shit.” So mechanically, combat and death and dying are at the absolute forefront.

                          Whereas other systems have other intentions. If you’re playing Vampire the Masquerade, for instance, and your first instinct in character conflict is to rampage and kill everything… you’re kind of playing it wrong.

                          Which is just another way of phrasing what’s already been said, really, that different games have different intentions around character death. In D&D I go into it knowing my wizard could die within the first thirty seconds of our first combat, but in a Lords and Ladies game I’d expect my Earl of James-Joneston to die when it is the most dramatically appropriate and narratively satisfying.

                          He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                          BE AN ADULT

                          somasatoriS 1 Reply Last reply Reply Quote 2
                          • somasatoriS
                            somasatori @Pavel
                            last edited by

                            @Pavel said in Character Death:

                            Which is just another way of phrasing what’s already been said, really, that different games have different intentions around character death. In D&D I go into it knowing my wizard could die within the first thirty seconds of our first combat, but in a Lords and Ladies game I’d expect my Earl of James-Joneston to die when it is the most dramatically appropriate and narratively satisfying.

                            After which you play his twin brother, the Royal Consort of the Queendom of Latifah.

                            Yeah, I get what you mean. I do suppose this is where WoD games can kind of add to the confusion of this situation since you would definitely not run most Vampire the Masquerade games this way, but you could, and most likely would, run a Werewolf game this way. Then you have the two different game lines on the same MUSH trying to cooperate with another when the theme and tone are so vastly different.

                            "And the Fool says, pointing to the invertebrate fauna feeding in the graves: 'Here a monarchy reigns, mightier than you: His Majesty the Worm.'"
                            Italo Calvino, The Castle of Crossed Destines

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                            • AshkuriA
                              Ashkuri
                              last edited by Ashkuri

                              Killing off your beloved character and making yourself and all your friends cry is some of the best fun you can have out here.

                              I’ll die on this hill (which is also good character death)

                              somasatoriS Third EyeT 2 Replies Last reply Reply Quote 8
                              • somasatoriS
                                somasatori @Ashkuri
                                last edited by

                                @Ashkuri said in Character Death:

                                I’ll die on this hill (which is also good character death)

                                Good being the operative term. There are many times when character death has been cheap or not earned, or seems sort of pointless such as in a plotline that doesn’t work or if you feel like you’re being targeted OOCly. This also returns us somewhat to the topic of factional conflict, since that can be such a contentious part of it. But, yeah! If you have a good character death that feels meaningful, it can absolutely propel the story into the stratosphere.

                                "And the Fool says, pointing to the invertebrate fauna feeding in the graves: 'Here a monarchy reigns, mightier than you: His Majesty the Worm.'"
                                Italo Calvino, The Castle of Crossed Destines

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                                • MisterBoringM
                                  MisterBoring
                                  last edited by

                                  I sort of want to run a tragic post-apocalypse game where the player characters are vat-grown worker humanoids with incredibly short lifespans who are dedicated to cleaning up and rebuilding the world after a disaster while the actual inhabitants of the world are safely sleeping in a bunker somewhere. The tragic story comes out of these characters trying to make the most of their short lives before they inevitably reach time out and melt into goo, or otherwise die violently dealing with one of the many dangers of the wasteland.

                                  When you enter character creation each time you will receive a notice that the chances of your character’s story coming to an end by violence or tragically by simply running out of time are very high. I think it would also be cool to do this on Ares because I have a feeling I could rig up a system on the characters page where each little character portrait has a timer under it and a green border, and when the time runs out, or the character dies sacrificing themselves to let their short term best friends kill the Gnarlbeast of the Voided Lake, it automatically shifts it to red and puts a red skull and crossbones on their character picture.

                                  Proud Member of the Pro-Mummy Alliance

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                                  • FaradayF
                                    Faraday
                                    last edited by Faraday

                                    @somasatori said in Character Death:

                                    suppose, to me anyway, if you are playing in a game that’s attempting to emulate a TTRPG, regardless of which one, there should be some expectation of character death. Playing D&D, it’s expected that you might die (though admittedly there are many ways to offset that through resurrection and raise dead spells) pretty early on considering low HP.

                                    I don’t come to MUs to emulate a TTRPG experience, but even if I did, I don’t see the association between TTRPGs and PC death that you do. As @Pavel also pointed out, different games have different expectations. I’ve been in plenty of TTRPG campaigns through the decades, from games with my family, to various clubs, to games amongst strangers at Gencon. In all that time, there were exactly two campaigns where PC death was expected. Naturally some of that is selection bias in terms of what RPGs I play and who I play with, but it wasn’t exactly hard to find like-minded people who just want to chill and tell a story.

                                    1 Reply Last reply Reply Quote 2
                                    • MisterBoringM
                                      MisterBoring @somasatori
                                      last edited by

                                      @somasatori said in Character Death:

                                      If you have a good character death that feels meaningful, it can absolutely propel the story into the stratosphere.

                                      As someone who also enjoys a good character death, I find it sad that there are some people who would refuse even the most epic of story ending character deaths. I understand not wanting your PC to die, especially in an arbitrary or uncool fashion, but if your PC sacrifice ties off an 18 month plot and removes one of the biggest antagonists in the game permanently, choosing not to do that and allow the antagonist to continue attacking the PCs effectively spits on everybody else that worked toward an ending to that plot. (Yes, I realize that’s a very very specific example, and yes I still hold it over the person that did that to this day even though they regularly attend my home tabletop game.)

                                      Proud Member of the Pro-Mummy Alliance

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                                      • PavelP
                                        Pavel
                                        last edited by

                                        Of course, none of what @Faraday or I say should be taken as an indictment on people who enjoy playing a MU like it’s a CoD lobby. We simply wouldn’t play on those games, nor would we expect the other folks to play on games we like. Both types of games should be allowed to exist, so long as expectations are expressed and managed appropriately.

                                        He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                                        BE AN ADULT

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                                        • RozR
                                          Roz
                                          last edited by

                                          I’ll die on the hill that MUs are not TTRPGs, even when they’re using the bones and theme of a TTRPG system, and that trying to insist on a connection between them has been to the hobby’s detriment. Unless you’re playing on a private game with a small group of people, the fundamental structure of MUs is just too different from a TTRPG table.

                                          she/her | playlist

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                                          • somasatoriS
                                            somasatori
                                            last edited by somasatori

                                            @Roz said in Character Death:

                                            I’ll die on the hill that MUs are not TTRPGs, even when they’re using the bones and theme of a TTRPG system, and that trying to insist on a connection between them has been to the hobby’s detriment. Unless you’re playing on a private game with a small group of people, the fundamental structure of MUs is just too different from a TTRPG table.

                                            No, they’re not TTRPGs, but many of them use the same genre emulation techniques that TTRPGs do, which I feel has had some effect on the way that various MUSHes have played out. I could say you wouldn’t go into a Star Wars game expecting it to have the same tone and theme of a WoD game, which is obvious, but you could say the same thing of other urban fantasy games like Under the Stars. If you play Werewolf the Apocalypse on a MUSH the pastiches and themes of Werewolf are going to be there, because you’re using the mechanics and themes of Werewolf the Apocalypse, as unto the same for Dungeons and Dragons, Star Wars FFG, etc. It isn’t a TTRPG exactly, but games that are based on TTRPGs will still usually have some relationship to how the game functions on a player-to-player level. Going back to Werewolf, packs ostensibly work the way they do because it’s an easy way to to bind PCs at the table together. If you encourage packs in your Werewolf MUSH then you’re suggesting that a TTRPG dynamic is part of your game.

                                            That said I kind of feel like this isn’t part of the discussion of player death broadly and could be its own topic altogether haha

                                            Edit to add: although I’ve been on a lot of WoD games and it’s kind of been my main setting for most of my MUSH career, I really do like when people make their own settings and themes and feel like that pulls in a direction that makes it more focused on the MUSH’s theme/story and less around the gamification of the MUSH via whatever RPG book predated it. There’s so much that can be problematic about the grognardian insistence that a MUSH play out like a TTRPG, which I’ll also agree has absolutely been to the detriment of the hobby.

                                            "And the Fool says, pointing to the invertebrate fauna feeding in the graves: 'Here a monarchy reigns, mightier than you: His Majesty the Worm.'"
                                            Italo Calvino, The Castle of Crossed Destines

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