Bad Stuff Happening IC
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Damn!!!
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that last part read like something Liam Neeson should have been growling into a phone and now I feel like I missed something, lol.
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@Wizz Maaan I wish I felt like I missed something after reading that.
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@Evilgrayson said in Bad Stuff Happening IC:
When you wake up in the morning, log in and find out your character died while you were asleep for no reason?
God I don’t even remember the circumstances but I know at least one person that happened to on Haven, and I remember thinking if it were me I would probably just… go on a multi-year rage hiatus from RP.
General +100 to the consensus of enjoying occasionally failing or losing or having terrible things happen so long as it feels like part of fun collaborative storytelling, not just torture porn or unsatisfying bad luck or impersonal griefing.
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I think permadeath should be wholly excluded from the Bad Things Bucket just because it’s so difficult to give a character death a satisfying amount of story lead up. Character deaths shouldn’t be a side note in someone else’s story, it should be part of a story explicitly dedicated to wrapping up your character in a respectful and awesome way.
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@Juniper I disagree that death should be entirely off the table, but I do think it should be intentional on the part of the player. An OOC check-in of “Hey now, if we keep going down this road, then death is very much a potential outcome” would be something I’d suggest, even if you’ve previously established that certain acts, areas, character types are more likely to provoke lethality.
Now, this doesn’t necessarily suit all game genres and types. To me, it probably suits a WoD game, or similarly mechanically driven game, than something like your high politicking Lords and Ladies game. Though I also disagree with the idea that character deaths should be solely dedicated to wrapping up a character in a respectful way. Awesome would be the ideal, sure, and it should serve the game’s story, but a death that’s inadvertent and unexpected IC is prime story fodder.
I can’t help but raise the death of Mollymauk in Critical Role’s Mighty Nein campaign as an excellent example of unexpected death impacting the story in a way that might have been unsatisfying and distressing to the player in that moment, but became foundational to the story as a whole.
ETA: But as with all high risk stories, you’d need a strong level of trust, rapport, etc, etc, etc.
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I am still of the opinion that players identify too closely with their characters in MU*s for most people to be divorced from feeling bad when bad things happen to them. I think exploring other story game designs, such as Everyone is John Dread, Microscope, Band of Blades, The Quiet Year, The Fall of Magic, Swords Without Master etc.
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@Ominous said in Bad Stuff Happening IC:
Everyone is John Dread,
You didn’t put a comma between Everyone is John and Dread and I immediately started looking for a strange new hybrid of two really cool games.
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@Ominous said in Bad Stuff Happening IC:
I am still of the opinion that players identify too closely with their characters in MU*s for most people to be divorced from feeling bad when bad things happen to them.
I probably agree with this, but I also don’t see it as a bad thing. It’s not a problem that needs solving, the intense OOC overreactions are, and certain kinds of people are going to have those reactions regardless of system.
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@Ominous said in Bad Stuff Happening IC:
I think exploring other story game designs, such as Everyone is John, Dread, Microscope, Band of Blades, The Quiet Year, The Fall of Magic, Swords Without Master etc.
hell yeah weird little story game recommendations!
Also check out Lovecraftesque, either Trophy Dark or Trophy Gold, any number of PBTA games but especially Apocalypse World itself, Pasión de Las Pasiones, Worldwide Wrestling, Brindlewood Bay, and Urban Shadows.
Each of those really takes a stab at an existing genre of RPG and shifts it into a different mechanism of storytelling. Urban Shadows is probably one of the closest analogues to World of Darkness, but really does something unique with regards to how organizations and play settings are created. Both Pasión de Las Pasiones and World Wide Wrestling seem silly on their face, but are surprisingly impactful to play (one is a game about telenovelas and the other about the lives of professional and semi-professional wrestlers). Trophy (any iteration) is great for examining our relationships to fantasy roleplaying games. You can make it as high or low fantasy as you want, but Trophy tends towards the gritty fantasy – it was described once as “if A24 made a D&D movie.” I also may or may not be suggesting Trophy Gold because I have a credit in it. Brindlewood Bay has probably the best mystery-creation-and-solving system I’ve encountered, but it also takes a “the game is a conversation” stance towards it. If you find that you like Brindlewood Bay, also check out the game Public Access,
Lovecraftesque is very similar to Everyone is John, but everyone plays a facet of a Lovecraftian protagonist, which is fun when bits of the psyche start getting warped by the mythos.