Difference between revisions of "Sword Chronicle Character Mortality"
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I basically have one of two thoughts about how to handle mortality - specifically, character death resulting not from violence or plot, but from disease, old age, accidents, and other things that claim the majority of lives in the setting. | I basically have one of two thoughts about how to handle mortality - specifically, character death resulting not from violence or plot, but from disease, old age, accidents, and other things that claim the majority of lives in the setting. | ||
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+ | ==Thought 2: The Deadline Age== | ||
+ | * With this, rather than worrying about a "yearly check up," I as the Narrator generate a "age of mortality" for each character. When that time comes, your character dies of whatever is most appropriate for the scenarios that occur that year, preferrably on-screen. | ||
+ | * Pros: Not fiddly, GM's ability to plan and even foreshadow some fates | ||
+ | * Cons: Not much say for player, basically becomes a line drive toward the character's unknown deadline | ||
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==Thought 1: The Yearly Mortality Check== | ==Thought 1: The Yearly Mortality Check== | ||
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* Pros: Detail oriented, chance to feel like you can escape the fate, way more say in what occurs, fates that are survived can still be played through/happen on screen | * Pros: Detail oriented, chance to feel like you can escape the fate, way more say in what occurs, fates that are survived can still be played through/happen on screen | ||
* Cons: Fairly fiddly, probably more meta than some players prefer | * Cons: Fairly fiddly, probably more meta than some players prefer | ||
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Latest revision as of 19:54, 29 November 2021
I basically have one of two thoughts about how to handle mortality - specifically, character death resulting not from violence or plot, but from disease, old age, accidents, and other things that claim the majority of lives in the setting.
Thought 2: The Deadline Age
- With this, rather than worrying about a "yearly check up," I as the Narrator generate a "age of mortality" for each character. When that time comes, your character dies of whatever is most appropriate for the scenarios that occur that year, preferrably on-screen.
- Pros: Not fiddly, GM's ability to plan and even foreshadow some fates
- Cons: Not much say for player, basically becomes a line drive toward the character's unknown deadline
Thought 1: The Yearly Mortality Check
- With this, characters make a check of some kind each year at the start of that year.
- This could be a chart of a list of things that might kill someone, so that you roll "An Accident" and then make a resistance check to see whether you are killed in that fashion during the coming year.
- Alternately, you make a single check to see if you generally die, and then we either roll on a chart to see what kills the character, you and I talk out of game to decide what it is, or you just let me choose how you bite it. :D
- Pros: Detail oriented, chance to feel like you can escape the fate, way more say in what occurs, fates that are survived can still be played through/happen on screen
- Cons: Fairly fiddly, probably more meta than some players prefer