Internet Afterlife

I am somehow reassured that the Spambots will continue to add comments on old blog posts for as long as this domain is registered and the site hosted.

I like to imagine it as the online equivalent to bacteria, worms and other scavengers breaking down a long deceased corpse.

I wonder roughly how many half-digested, defunct sites are currently in a state of decomposition somewhere on the internet.

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Life is Cheap, Resurrection is Expensive

I tend to run dirtbag games and resurrection is generally off the table.

With my current group I’ve run a classic ‘have a ship and do dodgy jobs’ Traveller campaign, a Game of Thrones inspired Burning Wheel game, an over-the-top Conquistadors in Space Rogue Trader campaign and some gutterpunk sword and sorcery.

In all of these games I’ve tried to be a ‘dice on the table,’ ‘actions have consequences,’ and ‘PC death is possible’ kind of GM. I’ve generally tried to impart a ‘life is cheap here’ vibe as part of the general flavor of the campaign milieus they move in. Moreover, since none of these games have had any known resurrection magic, my players have tended to be somewhat circumspect in their actions. Somewhat.

The thing is that while my players may do their best not to put their characters at unnecessary risk and are certainly not opposed to stabbing someone in the face as a solution, I find that life and death thematically structure my games in two ways:

1) No NPC wants to Die

Sure they may only be known as ‘the pirate with the oily beard,’ but none of my NPCs actually want to die. Even the Chaos Cultists. Provoking a straight-up fight is something they do reluctantly and usually only if negotiation or other means of achieving their goals have failed.

If outclassed, anyone with a modicum of intelligence will try to surrender, run away or, occasionally, beg for their lives. And if my players are playing hard bastards and murder fleeing or surrendered opponents, then…

2) Actions Have Consequences

Look, if the PCs are behaving like murderous scumbags, then NPCs are going to react accordingly.

Patrons will try not to be too closely associated with their bloody acts. Subordinates will disobey orders or mutiny if ordered into the breach once too often. Friends and relatives of their victims will look for vengeance. Their reputation will precede them (which can be a good thing if they are looking to intimidate them).

At best they will be looked at as disposable tools to be pointed at problems that can be solved messily. At worst they’ll be pariahs trying to escape the destiny their actions have brought upon them.

Final Word

And that’s the thing about life and death in RPGs: How the PCs treat death has to have an impact on how their characters live their lives. Otherwise both are meaningless.

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Back From Beyond

Wow.

So it turns out that having a kid takes up time. Which wasn’t really a surprise. I am, however, sad that I’ve let this blog totally collapse.

Oh well. Time to start the long, slow attempt to try and revive it.

Now I am still gaming, but not without challenges. My MRQII game is still running and has been a blast to run. However, one of my longer-term players has dropped out and another can only come sporadically due to her commute and crazy schedule. That leaves a core group of three players, one of whom is destined to join the fatherhood club in six months time. So in the back of my mind, I’m a little worried about the future. I should probably recruit a new player or two but I’ve pretty much tapped my non-gamer friends and I don’t really want to invite a total stranger into my home.

That said, I have a few options. Toronto is lucky enough to have a great organization in the form of the Toronto Area Gamers and a few stores have open game nights that I could start running the odd game at. Events like these provide an opportunity to meet other gamers whom you may get along with and who might be available to join us.

The trick is to get out there and not be intimidated.

After all, everyone in your gaming group was a stranger at one time or another.

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