Bad Stuff Happening IC
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@junipersky I have no idea who these people are but these sound like very cool plots. That Norwood one is very neat and more consequences like that need to happen on games.
It always seems like there’s an overemphasis on wounding a character physically, where combat is going to be the thing that has the big negative consequences (speaking for WoD games mostly here), but it would be great to have more of those plots where the consequence is some kind of moral injury.
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What happens, happens. A roll of the dice - and my dice luck is legendarily horrific - or someone outplaying my character intellectually, politically, whatever. Bring it on, as long as the playing field is level. And as long as I’m allowed to come up with what happened because of a bad roll, botches are almost always some form of hilarious, because my characters often take themselves too seriously and I love the chance to poke a hole in that.
But when it’s not a fair playing field? When you wake up in the morning, log in and find out your character died while you were asleep for no reason? When your plot fails because staff doesn’t want their friend to be discomfited but you can go hang and they didn’t bother to mention that X won’t be changing in advance? When it’s written in the stars that you’re going to be the universe’s punching bag forever and always because you created what the source material says is absolutely normal? No. Not playing that game.
If the only real way to advance on a game is to TS a staffer’s alt, they can go fuck themselves because I’m not going to indulge them. If the only real way to succeed is to follow this nice set of rails, but no-one does me the courtesy of telling me they exist and I just have to kind of guess at what to do next and hope this is the right answer, I’m derailing myself right out of the game. Let my actions have consequences, and let me do things you haven’t foreseen. And if those consequences fuck me over sideways, as long as it’s all fair or I had some sort of chance, I’m happy with that. And if everything I do has no consequence at all, because the plot’s already written and all the roles are filled and that person over there is the shining hero who saves the world? No thanks.
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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.