The conflict of two styles of RP - the Story and the Exper..

For Issues, Ideas, or Subjects That Do Not Fit Elsewhere

Moderators: Moderator, DM

Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Incarnate »

aaron22 wrote:
Incarnate wrote:Furthermore, the fugue as ZERO to do with the concept of permadeath.
you'd be right except that is the exact way to go from dead to not dead without a spell. and is where you stand while waiting for a spell that can bring back. without the fugue... you would be dead forever if you died. test it... remove the fugue. just remove it. good luck getting back into the game. but yea.. other than that nothing to do with it.
It still has ZERO to do with permadeath, and nothing to do with TRUE RESSURECTION.
The ONLY way that The Fugue has anything to do with these two - Is when the character has crossed over and is no longer in The Fugue or with the living - which means the character is now almost permanently non-existant and cannot simply be raised from the dead and now requires either Resurrection or True Resurection to come back to life. However game mechanics doesn't allow for this kind of interaction UNLESS a there is DM assistance.
- hence the DM approval.

The Fugue allows players to return to the living WITHOUT the assistance of DM's. Its basically a convenience tool nothing more even though its tied to some actual lore.
chad878262
QC Coordinator
Posts: 9333
Joined: Thu Sep 18, 2014 6:55 pm

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by chad878262 »

Hoihe wrote:
aaron22 wrote:
Incarnate wrote:Furthermore, the fugue as ZERO to do with the concept of permadeath.
you'd be right except that is the exact way to go from dead to not dead without a spell. and is where you stand while waiting for a spell that can bring back. without the fugue... you would be dead forever if you died. test it... remove the fugue. just remove it. good luck getting back into the game. but yea.. other than that nothing to do with it.

Can always replace Fugue with making death harder to occur.

This is how Baystation 12 approaches it. Since there is no Project Lazarus in the setting, dying randomly sucks.

As such, dying comes in 3 parts.

1st: Paincrit/shock. You go into coma. Your respiratory system still operates, but may need assistance. Painkillers and treatment of the injury restores you from this state.
2nd: Soft-cirt. You're in coma and your respiration is irregular. You accumulate brain damage from lack of oxygen.
3rd: hard-crit. You're in coma and not breathing. You rapidly accumulate brain damage.

As long as the brain has 1 HP left, you can "resurrect" the person. Gross body damage requires transplanting the brain into a Man-Machine-Interface either permanently (poor person who cannot afford vat-grown bodies) or temporarily (until a new body is grown for them.)

Lighter body damage can be suspended with stasis bags and cryogenic treatment (think Star Wars Kolto/Bacta). This includes being a torso with no body. If you're purely just a head, you can technically shove it into a stasis bag to slow the accumulation of brain damage while a replacement body is grown.

If impossible, take a blank sleeve and transplant the head on top of it, then kill the immune system of the patient and put them in quarantine while also keeping them overdosed on drugs to keep the jury-rig working.

Dying is very difficult in this setting with competent doctors. With incompetent doctors, you can die from appendicitis coming at you at the wrong time.


All this with the idea that death is contained within a round as in considered non-canon when a new round starts.




Reason I "jump" at shadows is because of the above setting. I've seen bad things happen there from shadows nobody took seriously, and I'd be a fool not to watch for them once more.


chad878262 wrote:
Hoihe wrote: I don't see how this is relevant?

Can you play Artemis?

Yes. Is it harder because you have a poor reputation? Yes. But can you INTERACT with the world, although with a different set of conditions as was previously? YES.

If Artemis is dead, then there is nothing more to be gained from it either as his foe, as his ally or as his player. It's as if Artemis never existed.

So Artemis alive - gives opportunity for numerous interactions and reactions. Artemis dead - might as well never have existed.

The "might as well never have existed" has a flipside. Given enough time, people forget why they hate you in the first place unless someone makes it their life goal to ruin Artemis's life and doesn't tire out.

Barring someone trying to ruin Artemis's life, save for if he decides to disguise and assume a new persona, within a year everyone will have forgot why they hated Artemis. If Artemis gets a benefactor, that year can be shortened even.


Regarding "If artemis is dead", my hatred for permanent death extends to all PCs. More often than not, when someone retires their PC or kills it off, I often find their new characters less relatable and fun to interact with.

I once even had someone consider their old character "boring", while considering the new one "good quality." From my perspective, the old character was more life-like, relatable and interactable. The new one felt like a character that's fit for a book and not a living breathing person. This conflict of views was born from them trying to play a character that fits "Story" more than "Character", and is a proof that the two styles are in conflict.
The relevance is that Artemis tries to kill Belt. If he is captured, he will be hanged and probably buried in an unmarked grave or perhaps even the body destroyed (this is a world where everyone knows death isn't final, after all). Should the player be allowed to attempt this heinous act against a Grand Duke of Baldur's Gate and then continue playing the character? I believe the current rules are lenient in that DM's issue strikes and 3 strikes result in permanent death. It allows you to attempt such grandiose acts at least a couple times and continue playing your character if you so wish. However, if Artemis is continually attempting such evils against the highest members of nobility (and failing/getting caught) it would stretch the imagination of everyone on the server. The player of Artemis is no more important than all of the players that populate our server and should not threaten their immersion by living forever while constantly being captured, sentenced and executed.

My point is that there are consequences, up to and including death for actions you take. In my tabletop sessions, whether I am DM'ing or someone else is we would all scoff at the idea of not killing off a character if that's the way the dice fell and there was no way to raise them. I wouldn't argue for that in a multi-player server like this, but having some constraints where if you decide to do something dangerous with your character and fail then he could be killed is an important part of having consequence.

Now, if Artemis is a part of a guild of Assassins and they want to attempt to break him out before being executed the DMs should allow that to happen and perhaps if the RP is solid and well planned out should give them a strong opportunity for success. However, if Artemis acted alone and has built no IC relationships of allies that would risk themselves in such a venture then that is also something that has consequence.

The relevance is that your argument seems to be that players should be allowed to do whatever they want and should be solely responsible for any outcomes of their actions. What my point in this example shows is that the player is responsible only for their characters actions, they are not in control (and should not be in control) of every outcome. In PvP, sure there should be some mutual consideration between players to not have an outcome that either party is going to be sour over. In DM events, if you are doing something risky, you should accept whatever consequence comes of that risk, however the dice rolls fall. That's D&D.

Artemis can die. However, he can always be resurrected given enough money is thrown at the problem.

To rule otherwise is to screw with the player.
He could be, but if he made no IC connections in order to have anyone out there that would bother to resurrect him than how does one explain that? He could be resurrected, but he is not going to be able to resurrect himself...that is dependent on either NPC's (DMs) or allies/PCs (other players). Now, if there was RP that dictated he had a plan in place with NPC's or other players and if they followed through after his death to retrieve his body and return him to life than that could all be done, but the point is that if the player/PC didn't plan for this eventuality they should not have the expectation that they don't have to accept whatever consequences come.

Even with all that (if it were followed) the current mechanic of perma-strikes would allow the player to bring the character back and RP that some unknown entity was responsible without player/dm intervention. It would only be after 3 such strikes that the death would be 'permanent' unless DMs or players were able to RP resurrecting the character.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

Tarent's Wands and Elixirs

A Wand Crafter's guide to using wands
User avatar
Hoihe
Posts: 4721
Joined: Thu Nov 03, 2011 2:25 pm

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Hoihe »

chad878262 wrote:
He could be, but if he made no IC connections in order to have anyone out there that would bother to resurrect him than how does one explain that? He could be resurrected, but he is not going to be able to resurrect himself...that is dependent on either NPC's (DMs) or allies/PCs (other players). Now, if there was RP that dictated he had a plan in place with NPC's or other players and if they followed through after his death to retrieve his body and return him to life than that could all be done, but the point is that if the player/PC didn't plan for this eventuality they should not have the expectation that they don't have to accept whatever consequences come.

Even with all that (if it were followed) the current mechanic of perma-strikes would allow the player to bring the character back and RP that some unknown entity was responsible without player/dm intervention. It would only be after 3 such strikes that the death would be 'permanent' unless DMs or players were able to RP resurrecting the character.


If permanent death exists, he cannot be brought back.

For him to be brought back, at most INDEFINITE death can exist.

Indefinite death: Requires a non-trivial sacrifice to reverse.

Non-trivial can be "pay 100 000 gold for components" to "do this 1 month long campaign."

By saying "could be", you declare that you do not support permanent death but rather indefinite death.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Incarnate »

chad878262 wrote: Even with all that (if it were followed) the current mechanic of perma-strikes would allow the player to bring the character back and RP that some unknown entity was responsible without player/dm intervention. It would only be after 3 such strikes that the death would be 'permanent' unless DMs or players were able to RP resurrecting the character.
As I said Permadeath should equal the character being disabled from character selection.
This way, it would still require some form of DM assistance, where the DM would be able to spot if there was something in the context of things that didn't make sense, like someone suddenly appearing who have no connection what so ever to the character and suddenly wants to resurrect it - the DM could simply rule that someform of rp happened based on metagame knowledge. However, say some of his friends started asking question as to whats going on with Artemis, no one has seen him since his last mission, then it would go from there - this could be even without metagame knowledge.

What I'm suggesting makes far more sense than to actually permanently remove a character from play, especially rp and lore-wise.

Every character would be resurrectable with the exception of:
  • If its a construct.
  • The character has been dead more than 10 in-game years per casterlevel.
  • The Character has died from old age.
Permadeath should only exist for two reasons:
  • The character has died of old age.
  • The character has be dead more than 10 in-game years per POSSIBLE casterlevel.
Note: This last entry basically means 300 in-game years or more that the character would've had to been dead to be considered permadead.
Last edited by Incarnate on Tue Jan 30, 2018 2:58 pm, edited 3 times in total.
User avatar
Hoihe
Posts: 4721
Joined: Thu Nov 03, 2011 2:25 pm

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Hoihe »

Incarnate wrote:
chad878262 wrote: Even with all that (if it were followed) the current mechanic of perma-strikes would allow the player to bring the character back and RP that some unknown entity was responsible without player/dm intervention. It would only be after 3 such strikes that the death would be 'permanent' unless DMs or players were able to RP resurrecting the character.
As I said Permadeath should equal the character being disabled from character selection.
This way, it would still require some form of DM assistance, where the DM would be able to spot if there was something in the context of things that didn't make sense, like someone suddenly appearing who have no connection what so ever to the character and suddenly wants to resurrect it - the DM could simply rule that someform of rp happened based on metagame knowledge. However, say some of his friends started asking question as to whats going on with Artemis, no one has seen him since his last mission, then it would go from there - this could be even without metagame knowledge.

What I'm suggesting makes far more sense than to actually permanently remove a character from play, especially rp and lore-wise.

Every character would be resurrectable with the exception of:
  • If its a construct.
  • It having been dead more than 10 in-game years.
  • Character died from old age.
Permadeath should only exist for two reasons:
  • The character has died of old age.
  • The character has dead more than 10 in-game years.

Actually, 10 years per caster level.

So 300 years.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
chad878262
QC Coordinator
Posts: 9333
Joined: Thu Sep 18, 2014 6:55 pm

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by chad878262 »

Hoihe wrote:If permanent death exists, he cannot be brought back.
It does exist... It just generally is not enforced.
https://www.bgtscc.net/viewtopic.php?f=7&t=25355

You get 3 perma-death strikes and then you are dead/gone. However, seeing as it is only enforceable by DM's I imagine they can also take liberties with rulings. i.e. if you get your 3rd strike and are ruled perma-dead, but several other players reach out IC to attempt true resurrection, then maybe they allow it. That's the thing with non-mechanical rules, they can be broken. Even mechanical rules can be undone, but in practice this is rarely done whereas rules that are only enforceable by the DM team are, by their very nature subject to interpretation.

I like your idea about possible item loss, by the way Hoihe as it would be some form of mechanical penalty for death which could be based on character level, wealth or any number of other variables chosen to assign. This would allow the penalty for death to be higher at level 30 than it is at level 15, whereas today there is no penalty at 30, while the penalty is increasing each level up to 29. However, this does not take away from the existing rules in place around perma-death strikes and perma-death, which I maintain should be enforced more and should be included in the more rewarding DM plots/events.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

Tarent's Wands and Elixirs

A Wand Crafter's guide to using wands
Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Incarnate »

Hoihe wrote: Actually, 10 years per caster level.
So 300 years.
True - I have corrected in the post.
Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Incarnate »

chad878262 wrote:
Hoihe wrote:If permanent death exists, he cannot be brought back.
It does exist... It just generally is not enforced.
https://www.bgtscc.net/viewtopic.php?f=7&t=25355

You get 3 perma-death strikes and then you are dead/gone. However, seeing as it is only enforceable by DM's I imagine they can also take liberties with rulings. i.e. if you get your 3rd strike and are ruled perma-dead, but several other players reach out IC to attempt true resurrection, then maybe they allow it. That's the thing with non-mechanical rules, they can be broken. Even mechanical rules can be undone, but in practice this is rarely done whereas rules that are only enforceable by the DM team are, by their very nature subject to interpretation.

I like your idea about possible item loss, by the way Hoihe as it would be some form of mechanical penalty for death which could be based on character level, wealth or any number of other variables chosen to assign. This would allow the penalty for death to be higher at level 30 than it is at level 15, whereas today there is no penalty at 30, while the penalty is increasing each level up to 29. However, this does not take away from the existing rules in place around perma-death strikes and perma-death, which I maintain should be enforced more and should be included in the more rewarding DM plots/events.
I know, however, there is really no reason why permadeath should exist as it does since you can get resurrected - hence why I suggested a character should be disabled when permadead, and truly be permadead when its either died of old age OR it has effectively been dead at least 300 in-game years. As 300 years would be the limit for PC's to be able to cast the spell and as its 10 years per casterlevel its 300 in-game years.

Furthermore, there could be placed a level penalty for each 10 years that has passed in-game. So, if the character had been dead 10 years it would receiv at least ONE level LOSS that CANNOT be prevented nor restored through any means. Additionaly these values could be tweaked as per DM ruling. So say if it was changed to 1 year per caster level, then it would be a maximum of 30 in game years, and ONE level loss per year being dead. When the maximum amount of in-game years is reached, then it would suffer TRUE Permadeath.

...where the only TRUE means of restoring a character after this would be divine intervention aKa DM Intervention, not just DM Assistance, which is completely different. DM intervention would be the equivalent of a Deity or other Powerful entity that was capable of such intervention.
User avatar
Steve
Recognized Donor
Posts: 8133
Joined: Wed Jul 08, 2015 5:42 am
Location: Paradise in GMT +1

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Steve »

I've shared this before, but now, it seems appropriate to so again:

D&D: Beyond Character Death

If anyone replies to my post with a trite "but this is not D&D; this is X,Y,Z..." I will come to your house and slap you in the face. :|

I'm shocked...SHOCKED...that certain Players cannot be actually CREATIVE with Death/Permadeath/Temporary Death, and ACTUALLY use it for sake of whatever "type" of storyline your Role-play is generating.

Get with the program kids.... :roll:

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
User avatar
Hoihe
Posts: 4721
Joined: Thu Nov 03, 2011 2:25 pm

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Hoihe »

Steve wrote:I've shared this before, but now, it seems appropriate to so again:

D&D: Beyond Character Death

If anyone replies to my post with a trite "but this is not D&D; this is X,Y,Z..." I will come to your house and slap you in the face. :|

I'm shocked...SHOCKED...that certain Players cannot be actually CREATIVE with Death/Permadeath/Temporary Death, and ACTUALLY use it for sake of whatever "type" of storyline your Role-play is generating.

Get with the program kids.... :roll:

You cannot interact with the world while dead.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Incarnate »

Steve wrote:I've shared this before, but now, it seems appropriate to so again:

D&D: Beyond Character Death

If anyone replies to my post with a trite "but this is not D&D; this is X,Y,Z..." I will come to your house and slap you in the face. :|

I'm shocked...SHOCKED...that certain Players cannot be actually CREATIVE with Death/Permadeath/Temporary Death, and ACTUALLY use it for sake of whatever "type" of storyline your Role-play is generating.

Get with the program kids.... :roll:
Hence my post about permadeath shouldn't mean the removal of a character from the game.
Because in a high magic setting, death is reversible but with the character removed from the game, its not reversible. Permadead character should be a disabled character that can be resurrected, but not selectable until it has been the target of a successful resurrection spell.

I agree, D&D is D&D no matter if its a video game, a novel or PnP.

Just like deaths impact the story in traditional PnP so should it in the video game - HOWEVER... It should NOT be permadeath in a high magic setting, which Forgotten Realms is.

One way to do this, would be to take the perma-strike idea and apply it to just when you die instead, the number deaths being tweaked to fit this, once those "lives" are up your character is dead - meaning it will be disabled UNTIL its either raised, resurrected or the target of a true resurrection spell, or other types of intervention. The amount of the deaths could be reset after a certain amount in-game time has passed.

Main thing here is that death is INTERACTABLE & REVERSIBLE.
Last edited by Incarnate on Tue Jan 30, 2018 4:35 pm, edited 5 times in total.
User avatar
Steve
Recognized Donor
Posts: 8133
Joined: Wed Jul 08, 2015 5:42 am
Location: Paradise in GMT +1

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Steve »

Hoihe wrote:You cannot interact with the world while dead.
Technically, yes. But if you cannot think outside the box and realize that you, as the Player, are in control of an unlimited and infinite amount of storytelling with your Character, whether currently alive or dead, well...you have chosen your own limits. :|

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
User avatar
Hoihe
Posts: 4721
Joined: Thu Nov 03, 2011 2:25 pm

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Hoihe »

Steve wrote:
Hoihe wrote:You cannot interact with the world while dead.
Technically, yes. But if you cannot think outside the box and realize that you, as the Player, are in control of an unlimited and infinite amount of storytelling with your Character, whether currently alive or dead, well...you have chosen your own limits. :|

Storytelling holds minimal value for me; interaction holds maximal.

If I want to do storytelling, I'll reapply to the DM team. But I'll probably burn out again in a few months and then just hang on by a needle of activity.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
User avatar
Steve
Recognized Donor
Posts: 8133
Joined: Wed Jul 08, 2015 5:42 am
Location: Paradise in GMT +1

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Steve »

Hoihe wrote:...interaction holds maximal.
So you're essentially saying you are so locked into one Character.

Again, that is conscious—I hope—choice you're making, Hoihe.

Additionally, how can you say that you're not storytelling, when interacting? Your Character is a story, itself. IT IS NOT YOU. Mask or no mask, method acting or no method acting, high-drug-induced-hypnotic-trans-phase-brain-warp or not, a Character is a story you tell, through Role-play.

And...I think you just insulted being a DM. Lol.

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Re: The conflict of two styles of RP - the Story and the Exp

Unread post by Incarnate »

Steve wrote: Additionally, how can you say that you're not storytelling, when interacting? Your Character is a story, itself. IT IS NOT YOU. Mask or no mask, method acting or no method acting, high-drug-induced-hypnotic-trans-phase-brain-warp or not, a Character is a story you tell, through Role-play.
Actually, I think this depends largely on perception, because yes the character is a story in it self...

...HOWEVER, a story can either be told or be experienced - what Hoihe is getting at here, is that there are these two modes, and that its from the experience perspective that for Hoihe and others its being roleplayed from rather than from the storytelling perspective - from the experience perspective the character future is largely unknown, where from the story telling perspective the story is largely known, of course all the small details aren't because they're not set in stone.
Locked

Return to “General Discussion”