Difference between revisions of "Sword Chronicle Character Mortality"

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(Created page with "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, a...")
 
 
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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==
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* 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.
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* Pros: Not fiddly, GM's ability to plan and even foreshadow some fates
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* 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
 
==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
 

Latest revision as of 20:54, 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