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Started by Simon Kamber, May 20, 2005, 03:06:02 PM
Quote from: SimonSorry, I don't play that often. "Giving it a try" and running a conflict that I believe will violate the way I want the game to run isn't an option. Could I get you to try to explain to me just how it works? And more importantly, how it stops the player from being completely deprotagonized if the conflict should result in his death (unlikely, I know, but still). If I'm killed, I want it to be my own damn fault!
Quote from: lumpleya. That's not what deprotagonize means. You can't deprotagonize a protagonist by providing adversity, no matter how sudden or deadly.
Quoteb. If you don't want to ambush your Dogs, don't.
Quotec. It IS the Dogs' own damn fault. They ride into a town full of sin, demons and murder like they're God's Own Judgement. Do they really think that somebody's not going to try to kill them?
Quoted. No one...e. It's okay...f. What is with...
Quoteg. Point (b), where I said if you don't want to, don't? It's plain as day that you do want to. I think you should.
Quote from: BlankshieldI (quite literally) started my last session this way, and the players loved it. See here for the setup.
Quote from: lazarusI'd have to play the game to figure it out for sure, but I think it's pretty damn hard to kill a Dog if the player doesn't want him dead.
QuoteThe trick, you see, is to not use guns. Using guns are the only way to kill one outright, rather than have a "healing conflict" go on.
QuoteLet your players determine what's at stake, and turn it on the GM characters - in almost all cases, I think I could find a way to get a What's At Stake that's not something like "Do the Dogs die?" - which would go into the funny "yeah, well, you really didn't" mechanics.
Quote from: Simon KamberThat makes it even less lethal. But still, are you prepared to accept the (unlikely) outcome of a dead Dog? I know I'd only be if the Dog's death had meaning
Quote from: Brand_RobinsAny of this sounding right?
Quote from: Simon KamberWhere I still don't see it working though, is for the player whose character has just died. As for that, I'll post it for further discussion where appropriate once I've had a chance to think it through.
Quote from: Simon KamberQuote from: BlankshieldI (quite literally) started my last session this way, and the players loved it. See here for the setup.Yup. And I imagine that was one hell of a conflict. I like the "scarecrow" too. But, suppose one of the Dogs had died. Do you think that Dog's player would still have loved it?