anyway.



thread: 2005-03-10 : Character Death

On 2005-03-10, Ninja Hunter J wrote:

Yes, Matt, and more. You have to be able to continually effect the story. Now, I like the idea of having a walkdown period after a character dies, but the player doesn't have much to do in your example.

Now, let's say that, when you die, you have a finite number of widgets to use that represent the effects you've had on the world. This isn't just 'Zoe would have talked one guy down here and shot the other'. It's that play veers toward Zoe's effects in the world. You essentially have a story devoted to what Zoe did in her life: rivals show up to settle their hash, or it turns out she had a big secret that comes knocking, or Wash goes apeshit, or what-have-you.

In Mountain Witch, you still have a direct effect on the course of the game when you die. You just have to act by supporting other characters with your dice.

(I'm taking this as notes for my current project, by the way. Character death has to matter a lot, and this might be a way to do it. )



 

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