Quote:
Originally posted by Don:
While I also believe that accountablility, mortality, and the threat of failure are necessary for dramatic tension, quite frankly if I indescrimately killed off my players on a die roll because they couldn't find their way to an escape pod, I know for a fact that one player would outright storm out of the room and never play again and a second would probably never want to play Star Trek again. :)
Holding players accountable for actions that they didn't take part in, doesn't seem reasonable (to me). Failures, of even one die roll, shouldn't lead to the impending death of a character (in my opinion).
I think this is a matter of totally different styles of Narrating. I also don't pull any punches, but I don't indescrimately kill off players becuase they failed a "die" roll. The death of my characters serves the story or is done in a dramatic manner (only PC death was a self-initiated self-sacrifice to take a disruptor shot for another PC).
In the same manner, I think if you ask any of my players, they know that the threat of death is always looming if they do something stupid or take unnecessary risks -- never for failing a die roll.
Your milage will vary (heavily).
Don
[This message has been edited by Don (edited 01-12-2001).]
All you say is true... but life is hard. Remember the saucer separation/ evacuation in Generations? Everybody running around: spouses, children, pets... none of whom had anything to do with what was happening on the bridge. Remember the death of Tasha Yar? Everybody I know hates that episode because they didn't make it a heroic, meaningful death. They just "arbitrarily" killed off a main cast member with a flick of the pen. IMHO, that was the whole point. Human life is frail... esp when confronted with phasers, antimatter explosions, and Borg nanites.