Showing posts with label total party kill. Show all posts
Showing posts with label total party kill. Show all posts

Tuesday, January 17, 2012

Yet another TPK dysfunction: Death Illusionists

I was reading Zak's blog and wrote an overly long reply, which I think warrants repeating on my own blog (dang I hate how I tend to be more inspired to write in responce to people rather than simply writing when I decide to) .

I'll quote a sample of the guy Zak was talking to/about. And I'll highlight the important part.
THe way I see it is, I want to have maximum control over the encounter difficulty so that when my party fights a BBEG or other major battle, I can be reasonably sure that they're not going to end up steamrolling it or being TPK'd unexpectedly. In my experience that's not really fun for the players or the DM. To me a lot of the drama from combat is sometimes coming down to the wire. Who is going to win? I want to be able to play my NPCs and monsters to their fullest without either wiping the party or being slaughtered, unless of course that's the purpose of the encounter.

The guy wants complete control over whether a TPK happens, which is to say he wants to make sure a TPK does not happen.

You can actually see the contrast in Zak's post
Zak S - Exactly! I want to be able to play my monsters and NPCs to the fullest knowing It MIGHT lead to a TPK!

You can see the difference between "without" and "might". But even Zak's "might" is problematic.

So, here's my comment:

You do know this guy is trying for the illusion of death/a TPK, by having a system which is so fined tuned it appears your going to die, but actually it's so fined tuned you wont. He just can't admit that, he has to say "I want to better gauge the results". And why does he need to better gauge them/know them in advance? So he can pick the one where the group doesn't die.

It's a recurring phenomena in gamers. I've had this chat with a friend of mine where he was doing everything to stop a PC from dying, yet when I suggested we just acknowledge PC's can't die, just defeated, he couldn't stomach it. And here's a link to another, with the guy quoted. He has a million reasons why killing PC's sucks, yet he can't get that that means PC's will never die (the system certainly wont force him to kill a PC - so if he hates killing PC's, when are PC's ever going to die? Never. But he couldn't admit that).

Not that your own approach isn't potentially problematic
Sure they sometimes steamroll or get TPK'd (maybe 10% of the time)
So let's say a TPK happens 5% of the time. So after, on average, twenty fights the whole party dies and everyone makes new characters? Predictably? So you'd never really make double digit levels, let alone top level. That kind of conflicts with the high levels. Which if your cool with that, okay.

Or does TPK mean one guy actually gets away and arranges some recover or resurrection? Or even if no one gets away, res's can still occur? In these cases the K in TPK stands more for Knock Out than kill. TPKO.

The death thing is a problematic issue (which leads to gamers like the linked guy, who can't admit they are attempting to have the illusion of being able to die, while fiercely demanding rules which will avoid death occuring (always by an apparent skin of the PC's teeth though (though on serious analysis, its not at all skin of the teeth)) or you just get a TPK predictably after X amount of combats. It doesn't matter if it's a 1% chance of TPK, if you do around 100 combats, you eventually die.

Tuesday, October 25, 2011

Table Top Design Idea: Total Party Kill Handler

I had a design idea for handling total party kills in an RPG.

Let's be frank, first up. When it comes down to the group all about to die, basically a dues ex is coming up. Often the GM will wave the little rule zero wand the book gives him and make all the bad go away. Prior to that, your characters getting beaten up is scary because you don't know what will happen. You can't be sure this GM is the sort of GM who will wave his wand that way. He might just leave you for the crows.

But once he waves his wand...bah, you now know! And when your party is getting beaten up next time, you'll know.

Okay, so lets take a slant on the traditional design (which technically makes it non traditional, but lets pretend it's stil trad!).

  • The GM notes the party progress and may assign one single fate point to them at any point PRIOR to a battle commencing (a battle being that initiative has been rolled). This assignment is based on the GM's judgement of the group and basically his whim (like the petty god he kinda is). The GM writes this down on a scrap of paper (this is important) but keeps it secret. The GM can also retract the fate point if he wishes, but again that has to be before battle begins.
  • The party cannot start play with a fate point. It can only be assigned (or retracted) by the GM mid session.
  • When a total party kill seems imminent, the GM rolls percentile in front of everyone. A result of 1-80% means a dues ex happens, interupting the battle and the party escapes (make something up as to how that happened!). A result of 81%-100% requires that the GM present his piece of paper with the fate point on it. If produced, a dues ex occurs (and the fate point is used up). If not, the battle continues, most likely to a TPK result (though how awesome is it if they somehow win despite not having favour with fate!?).

The buzz is that when the percentile are rolled, on a 1-80% you don't know if you would have been fine on 81%+ result or not. Unlike above where you begin to know if the GM will wave his wand or not, here you don't know if he would have.

The mechanic also stops the GM deciding in the moment of TPK whether he'll save you. He's likely to be incredibly biased towards doing so at that point. This means it's like an opt out system - at the time, he more has to choose to opt out of saving the group. While with this mechanic, you start play with no fate point and the GM has to opt in. Which he might forget to do, even, because your just not that spectacular. Remember, he has to produce a piece of paper with the fate point note. No, the GM is not allowed to cheat on this. A reminder: you wont be following these rules if you do something else orther than this procedure - if you try and assert you are were doing these rules when doing some other procedure, your in ugly denial.

I can imagine some people don't think that's terribly tough. "1-80% chance? Most of the time you'll live! Ha! We play much more dangerously than that! Our GM is fair and decides how it turns out!". Except I really wonder if that is more dangerous, or given the GM biases involved, considerably less dangerous? In that case, since the final arbiter is hidden in the GM's head, how do you know he's not just saving the group every time? Even the GM could deny to himself that's what he's doing, as the whole process is hidden in a bunch of fictional musings.

Atleast with this mechanic, if the GM didn't write down a fate point note and so can't produce one, that's emperical. Or if the GM quickly fabricates a fate point note, it's alot harder for him to deny to himself (and others) that this is cheating.