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Re: [HoE] Is HoE Too Lethal???



In a message dated 00-02-11 23:53:12 EST, you write:

<< I've been running HoE now for some time and have kept up-to-date with the 
rules modifications, but continue to notice an occurrance that appears to go 
un-addressed on this list. 
 
 That problem can be summed up quite nicely in one word, DEATH. I run the 
game to the letter of the rules, however it appears that regardless of my 
players actions they end up dead at a rate not seen since the days of 
Paranoia!  >>

I've found both as a player and as a GM that the average for my groups games 
to be about 1 out of 5 characters make it past the first 2 to 4 adventures.  
Generally after 4 adventures the one character that made it has obtained 
sufficient prowess to ensure their survivability in the future barring random 
acts of extreme bad luck or player stupidity.

I have found some advantages that have allowed characters that may have some 
significant flaws to live long enough in play to gather enough bounty to 
improve themselves.  The two most helpful advantages are the Veteran of the 
Wasted West "Eternal Hero" those of you whom are Marshals should known 
immediately why that should be helpful, those of you who are players and 
don't know what it is ...never mind.  And even better is the Mysterious 
Background "Destiny".  Both are damn fine ways to stay alive...and both stock 
components of cinematic gaming.  A large percentage of my longer lived 
characters happened to have recieved these lucky draws.

To deal with DL's and HoE's high I personally have adopted when playing and 
urged my players when running, to have a "character tree".  It is a concept I 
first learned about from the old RPG Dark Sun.  I had never played the game 
but once when I was chatting about my past gaming experiences with some 
friends (read as trading very funny AD&D stories) they mentioned a highly 
lethal game "Dark Suns".  it was a D&D variation that killed off PCs left and 
right.  To combat the problem they invented a "character tree".  I instituted 
a someting like that in my own games.  

When I make a character I make them in groups of 5 or so, then find a common 
string to pull them together.  Some way that they know each other, then i 
split them up.  Each character is fully developed with their own personality 
and agenda, but they all share a common thread.  May be they were in the 
military together, saved a survivor settlement together, etc.  That done I 
introduce one of the new characters into our group's party.  This allows me 
to introduce a new fully developed character should my PC die without 
reaching for straws as to how get them into the party.  Bob died, so his old 
friend Dave comes to find out why or to avenge his death.

Not only does that save me from making characters all the time, but it also 
allows me to have a small PC file to draw from.  It adds a variety to the 
game.  Ever get tired of a PC you're playing.... Easy, so Bob the Templar 
heads to Boise to report to Simon while Dave the Doomie joins up to help his 
good buddy Bob's friends navigate the dangers of Las Vegas.  After awhile 
your reserve characters are friends with the primary party PCs and vice 
versa.  No more having characters running through adventures they normally 
wouldn't give a damn about, just becaue you got a new quick ass suppliment.  
This way everybody has a few characters to run with different agendas.  One 
of them should fit with the adventure hook.  This system for me has saved 
time and frustration.

Just a few thoughts.

Marshal Gores