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RE: [DL] attrition rate?



> > ... and then I realised that there was no character left 
> > alive who had been there when her husband was killed.
> > Scratch one long term plot I had been enjoying working on.
> 
> a) She may be insane by now and the fact that none of the 
> current posse were there at her husbands death is 
> irrelevant. 
> b) She's chasing those people and on their trail slowly 
> tracks the existing posse (feasible if they didn't all 
> die at once and they were phased into an existing group 
> in small numbers).  Eventually she will vent on the 
> existing characters because they are friends of friends 
> of friends of the people who were with her husband when 
> he was killed.  

Very true, and I had considered basically exactly this, but I eventually
decided that it was a bit cheesy - even if she's insane there's no real
reason for her to target the posse any more than say a normal person walking
along the street. Friends of friends is all very well, but it's a bit of a
stretch and I figured I could come up with enough new plots and ways to kill
the posse without having to resort to her :-)

It just wouldn't have the impact as it would if the original (even just one)
characters were there when her revenge hit. Now, from the point of view of
the characters, some strange woman they don't know is trying to kill them.
Shoot her, shrug, wander away. Not as poignant as realising "Holy Sh*t!
That's such-and-such, we killed her husband!", and THEN shooting her,
shrugging and walking away :-)

Brian "Likes to keep character memories separate from player memories"
Leybourne.

.-->
"The Web brings people together because no matter what kind of a twisted
sexual mutant you happen to be, you've got millions of pals out there. 
Type in 'Find people who have sex with goats that are on fire' and the 
computer will say, 'Specify type of goat.'"

Brian Leybourne
brian.leybourne@airnz.co.nz
bleybourne@hotmail.com
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