Someone asked on TrekRPG.net how do you deal with
killing a character. Most
people replied either (1) don't kill characters, (2) kill them only if
it's
dramatically appropriate or they're monumentally stupid. This is my
reply,
which is very much in the (1) camp...
I've run 33 episodes and none of the characters have
died. Not that it would
be a big problem with my group since we usually play campaigns where on
average every player will lose a character.
What I've done is kept to these rules:
1. Don't emphasize combat. Most of the prepub adventures are more
problem
solving and diplomacy than combat, so I average about one fight an
episode,
whether it's a brief skirmish or a climatic battle. I count starship
combat
too, though with starships it's even harder to kill characters.
2. Everybody uses stun, Klingons, Romulans, Federation, and with those
puny
disruptors it takes a couple of stun hits to take down a character (I
play
it that stun has to knock someone to unconscious to stun them). Bad
guys
only shoot to kill if it's specific to the plot or if the characters do
it
first -- I've only had 3 or 4 fights where the bad guys were trying the
kill
the characters.
3. Numbers, not quality. Instead of making it bad guys == number of
players
and about the same skill, up the number of bad guys and lower their
skill.
Don't give them Courage. If characters mow them down too quickly up
their
skill or have them take more cover. I find that even if the characters
significantly outmatch the opposition, the players will still be
somewhat
apprehensive because a lucky hit can still kill your character.
4. Cheat. Occassionally I foul it up and a character is going to die.
In
which case I change the numbers on the fly. This requires you (a) not
roll
in front of the players, (b) know the characters capabilities, (c) keep
at
least an estimate of wound levels and know the expected damage of
weapons,
(d) be able to do it smoothly so they don't suspect.
Every Game Master has their own style and you have to take the players
into
account. If in doubt, you can always ask the players if they mind their
characters dying, though take those answers with a grain of salt. Most
of
all you can't get too hung up if you make a mistake. Learn from them
and be
a better GM.
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Contrast this with the way I ran BattleTech. In that
game the bad guys played
full out, I never had to fudge any rolls, and we had combats just about
every
week. And the difference is that it's really hard to kill a
MechWarrior.
Pretty much you need to destroy the head or cockpit or do a couple of
head
hits and an ammunition explosion (MechWarriors take so many dice of
damage,
which for weak MechWarriors could kill them). Without Edge everybody
probably
would have died at least once.
But with Edge it's really hard to kill someone. Especially since I
allowed
people using Edge to save other people. Therefore I could just try to
kill
characters, knowing that it would be truly special if I did so. Where I
did
fudge a bit is in BattleMech strategy. Many times the bad guys had less
than
stellar tactics or broke and ran or had goals that didn't involve
wiping out
the characters' 'Mechs. It's easier to overmatch the characters and
then tone
back than to throw in a bunch of patsies and make it challenging, at
least in
my opinion.
I'm not sure what I'll do for the next campaign. Admittedly super-hero
RPGs
are designed not to kill characters. DC Heroes has Hero Points that can
be
used to modify die rolls, though those Hero Points are also used to
make
your character better, which I'm not fond of. I don't want people to
use
their experience to have to save themselves and win the day. If I
recall
correctly, it's pretty hard to kill someone in DC Heroes.
Again, contrast with Champions, where the base attacks do very little
BODY
damage. But in that game you can create heroes and villains that can
kill,
by giving them Killing Attacks. A normal attack does an average of 1
BODY
damage per 5 points, a killing attack does an average of 3.5 BODY
damage per
15 points. Not much difference I suppose, but normal attacks have a
very flat
curve. You do 0 BODY if you roll a 1, 2 BODY if you roll a 6, 1 BODY
otherwise, so the chance of a 9d6 attack doing 18 BODY is very very
low.
Killing attacks do d6 BODY per 15 points, so the chance of a 3d6
Killing
Attack doing 18 BODY is much better, even if it's still low. And that's
why
Killing Attacks are so dangerous.
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