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Highly Fatal Mechanic Expand / Collapse
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Posted Monday, May 15, 2006 5:54 PM
Heroic Knight

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This was something I was thinking of mostly for the Horror genre but I guess it could be used in anything.

The basic idea was that on top of all the regular plot stuff each character needed to acquire an 'escape route' before the end of the event or the character died. 'Escape Routes' would be fixed elements in the form of Maps and Cars and things of that nature, so each player needs to make sure they have a way of getting out alive. 

Question is: Is that too hardcore?

I was thinking it would be reasonably easy to acquire the 'escape routes' but not too easy (not a formality) and I wasn't sure whether it was too hardcore to include one less escape route than the number of players (for the sake of PvP friction). Thoughts?

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Post #155
Posted Monday, May 15, 2006 6:13 PM


Artmeister

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It sounds like a good idea to include such a thing like that, especially in a survival horror type game environment, just as in any horror movie, loads of the main characters get wiped out left right and center, but only a choice few will survive till the end.

I was thinking about something similar for a one off zombie game that I may run at some point, with any players that escape via an escape route, then becoming part of the zombie crew (Although thier surviving charcters would be available to play in any subsequent sequels, but beefed up a bit)

Horror games should be full of fatality, if they aren't they would just loose the "horror" and that fear factor is what IMHO makes the genre different than other generic LRP. You have to have that risk or they just might not care enough about what they are doing.

Maybe, the escape routes could be dependant upon how they perform in game, like the car route might depend on if they can find the keys stashed in an obscure/dangerous location (hidden in the pockets of a corpse) or may require a few other items too, in addition to the keys. Dummy items could be used as well to confuse matters (When they find the keys, there might be 4 sets of similar keys, but only one is the right set)

All in all, its a great idea, and loads of interesting hooks could be ripped straight out of films, TV and books. A good excuse to watch tons of Horror movies I think!!


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Post #156
Posted Monday, May 15, 2006 6:43 PM


Knight

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I don't think its too hardcore. As long as people know what they are signing up for, they tend to pretty cool.

The only thing I don't like about the idea is the apparent arbitary nature of it.


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Post #157
Posted Monday, May 15, 2006 7:06 PM
Knight

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It's a good idea, and I think in the genre of horror players would EXPECT there to be slightly less escape routes than players. In fact, if I was in a horror game where I knew I'd need an escape route, I'd probably form an escape committee as we tried to figure out how many could fit in the reliant robin we'd got. If people died, I'd try to loot their body for maps and hope the corpse wouldn't rise up as a zombie as I try to loot.

As for "in general" - I believe it's a tradition in some one-shot freeforms. Apparently there's a classic Titanic freeform where after the players fail to stop the ship sinking (because the scenario's set up to be nigh-on impossible to stop a catastrophe - if you don't hit an iceberg or get sabotaged by Germans, the Mummy's curse will get you), the major focus is getting on to a lifeboat. If anyone owns a copy of the book "Nexus live roleplaying" (it's a freeform scenario in a book), the author's foreword mentions something about the lengths people went to in order to survive. Also, in a "Casablanca" style game, competition for the last plane home might be important, but then again some characters might not want to leave.

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Post #160
Posted Tuesday, May 16, 2006 4:26 PM
Knight

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I agree that a horror game should have a find the escape route or die clause.   In response to people saying there should be more players than escape routes, i sort of disagree.   There could be less simple escape routes than players, then one great escape route that can save all the characters, providing they can all work together, and not too many of them die before the escape can happen.   Using the titanic example, there are 40 players and only 10 lifeboats, but if they work together they can fix the damage done by the iceburgh/gemans/mummy in time to all survive, that is IF unforseen circumstances don't stop them (eg: sections of the ship rupture so characters die in flooded sections/the german/mummy kills them).

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Post #215
Posted Tuesday, May 16, 2006 5:23 PM
Squire

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Sounds a good idea to me.

It will be a major focus of the event and so must be designed to fit with the atmosphere and game mechanics of the rest of the event. For example, a rather abstract "gather a correct combination of props" would fit with a skill based objective-orientated game but isn't going to fit well with a generally freeform character driven roleplay.

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Post #221
Posted Tuesday, May 16, 2006 6:26 PM
Heroic Knight

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You'll get different effects depending on how flexible you are about these escape routes.

At one extreme, every possible escape route is rigidly defined, and can only be used in the prescribed manner at the prescribed time. At the other, you'll accept any reasonable-sounding blag, whether or not it's something you've already thought of.

One way, you'll get people complaining 'why can't I do this, it doesn't make sense?' You're denying the creativity of the players. The other way, you're turning a Live Action game into an 'arguing hypotheticals with the ref' game.

There are, I'm sure, very many happy mediums.

(chris)
Post #224
Posted Wednesday, May 17, 2006 7:08 AM


and Minimeister

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I like the idea too.  There are some horror games which just aren't scary out there.  What I'd recommend is some sort of randomizing device that the refs have access to for situations where hypotheticals come into play. If this device is in the rules as a "hypotheticals resolution device" than that gives it a good thing.  Remember though "Million to one shots come off 9 times out of ten."


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Post #251
Posted Wednesday, May 17, 2006 6:40 PM
Heroic Knight

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