Warrior
Sub-Narrator
The Warrior stands before the foe, protecting us where e'er we go.
Posts: 220
|
Post by Warrior on Jan 23, 2015 14:29:16 GMT
Given the "defeat"consequences in the rulebook are very flexible, but the "eyes fixed" jousting option specifically adds blinding/death to the risks of defeat with that tactic, I'm unsure of what to do.
My tentative solution: - Cheating - can kill/maim/blind etc - Otherwise (bar eyes fixed) any consequences of defeat are limited to injuries/wounds voluntarily taken, plus temporary effects only (unconcious, temporary blindess/inability to speak etc). If you want to create an accident you can spend a DP to inflict a drawback/flaw/wound/injury, opponent can spend destiny to cancel?
I'm aware I'm the biggest carebear among the narrators, so want to balance risks of jousting while keeping eyes fixed as specifically risky.
Thoughts welcome and as always Stranger will have final decision.
Won't hold up RP - just play as is diagnosis is uncertain. Indeed, if a bold/skilled healer steps forward, maybe they can pass a healing check to give an accurate prognosis (or, you know, lie. It's Westeros after all).
|
|
|
Post by Damon Nettles on Jan 23, 2015 15:09:13 GMT
I feel that the common consequences of defeat listed on p. 165 are generally sufficient for all purposes (jousting and normal fights). Anyone wishing to inflict lasting, but non-fatal, damage to an opponent can simply pick the Maimed result and apply a permanent -1 to an ability of their choice. On that note, the Eyes Fixed maneuver doesn't specify total blinding as a potential consequence - only the loss of an eye. This could be illustrated by choosing Maimed and applying the penalty to Awareness.
I have no real stake in how the jousting rules are interpreted, but they do state (on p. 169) that anyone defeated by being reduced to 0 Health can be made to take any of the normal consquences of defeat. If the melee carries with it the risk of serious injury, I don't see why jousting shouldn't generally do the same. And since cheating immediately does normal damage to the opponent or his horse, some form of death or injury would be the expected result.
With all that said, I'm strongly in favor of this game being played in a gentlemanly and cooperative fashion. Players should show restraint towards each other's characters when they defeat them. If one wins, I feel that it is best to PM the opponent and discuss what consequences of defeat are acceptable to both parties. IMO it isn't reasonable to choose to kill another PC or force them to take the black unless the loser is on board with this, since it effectively forces their PC out of the game, and that may put a serious damper on their fun. If you absolutely, strongly feel that you must do some permanent damage to another PC (that includes maiming), and you cannot get the loser to agree to this, I would either ask a narrator to make a ruling or, failing that, randomize the consequence.
|
|
|
Post by Stranger on Jan 23, 2015 15:56:34 GMT
As per page 169, any of the options presented in the list for common consequences can be used if an opponent is defeated by reducing their Health to 0 in the joust.
1) It is preferable and sportsmanlike to choose unconsciousness though should the jouster intend on being honorable and fair (and should someone choose death or maiming as a consequence when they are both displaying honor and adhering to the rules of a joust then the winner can expect to have In Game consequences, such as being looked upon disfavorably or suspect of cheating).
2) Should one of the jousters be intent upon cheating then they can choose death as a consequence (although even still it will be looked upon suspiciously and with disfavor)
3) Should a jouster be subject to a cheater and yet still defeat cheater then they can reasonably inflict a more serious consequence (such as maiming) without In Game consequence, especially if the cheater was spotted cheating or appeared incompetent
4) If a competitor is using Eyes Fixed as their maneuver, then their opponent can choose maiming or death as a consequence without In Game repercussions (such as being suspect of cheating or incompetent) since most everyone knows or can be easily informed if their character would know know IC that not turning away before the impact is a risky (often foolhardy) tactic
5) Players should take all of the above into consideration and ultimately, as Damon said, speak with their opponent via PM (if it's another player character they defeated) on the consequences. Keep in mind though the setting of Westeros, if your opponent chooses an ill consequence such as maiming or death for please take it in stride and remember there is a reason you have destiny points. And the final note on number 5 is this, it is just a game. If your character is slain (even if you really liked the character) it should not be the end of the world. Draw up another character and jump back in. It's no different than when my Level 13 Fighter in D&D was sucked into a Sphere of Annihilation (and I had been playing the character for 5 IRL years), I just drew up another character and kept going.
|
|
|
Post by Stranger on Jan 23, 2015 15:59:16 GMT
To more accurately address the point of Symon's choice of consequence for Ser Ronald, Symon can choose Death or Maiming. If he wishes to stick with the biting off the tongue, perhaps give Ser Ronald a -1D to Language.
|
|
|
Post by Symon Kytley on Jan 23, 2015 16:32:24 GMT
I have to say that as much as I like the chronicle system, I dislike that a character has to choose for their opponent to die or be seriously hurt. It is unrealistic and does not fit the setting. People get seriously hurt or killed in RL sporting events, and jousting is more dangerous than most if not all modern professional sports. Those injuries are not (always) the result of someone's intent to do harm. If any change were to be made, I would want there to be a random chance for serious mishap. As PCs, we have DPs to help us avoid such mishaps.
I of course will abide by Stranger's decision, and will update Ser Ronald's consequence when I'm not typing on my phone.
|
|
|
Post by Stranger on Jan 23, 2015 16:39:53 GMT
I agree that realistically, jousting is an extremely dangerous sport and that the chances for injury and death are high even among competent and honorable competitors. Realistically it would make sense to have a random consequence rolled. Perhaps it is something that could be considered at a later point in this campaign as a whole.
There are a couple of House Rules that are lightly being tossed around by the sub-narrators at the moment and we can add that among them. Of course no House Rules will be issued without first being presented to the players for discussion. Right now they are just being polished before presentation.
|
|
|
Post by Ayleth Bartheld on Jan 23, 2015 17:00:39 GMT
Thing is, consequences of defeat is often more narrative control than character intent. Except maybe on the battlefield, because if a character wants his foe dead, then it probably isn't too hard to make sure.
Like when Caleb maimed a guy in the melee. It was not Caleb that had any ill intentions, it was the player deciding that a mishap sounded fun. In the joust, I get the impression that all Symon the character cares about is to unseat his challenger and would in fact prefer no injuries to happen. Now, Symon the player may be a different matter entirely. And it is Symon the player that is given the narrative choice of the matter. In this case, we're talking about some no-name character, so I say go for whatever offers the best story. Unconsciousness if one wants a big argument about cheating scumbags for example. Or death if one wants the rumors for day 4 to say that this wedding is cursed.
Now, if it's consequences for a PC we're talking about, then I would generally advocate playing nice.
|
|
|
Post by Stranger on Jan 23, 2015 17:08:09 GMT
Now, if it's consequences for a PC we're talking about, then I would generally advocate playing nice. Did I just read that correctly coming from Ayleth ? Sorry, Ayleth, I had to poke fun .
|
|
|
Post by Reynard Camshir on Jan 23, 2015 17:11:12 GMT
Now, if it's consequences for a PC we're talking about, then I would generally advocate playing nice. Did I just read that correctly coming from Ayleth ? Sorry, Ayleth, I had to poke fun . She did use the word "generally." lol
|
|
|
Post by Ayleth Bartheld on Jan 23, 2015 17:12:38 GMT
Ayleth doesn't kill people.
|
|
|
Post by Symon Kytley on Jan 23, 2015 17:16:12 GMT
I agree Ayleth, narrative control is generally good. However, sometimes things just go catastrophically wrong despite everyone wishing for the contrary. I'm a big fan of organic stories as well as grand narrative arcs.
|
|
|
Post by Reynard Camshir on Jan 23, 2015 17:19:10 GMT
|
|
Father
Sub-Narrator
Posts: 133
|
Post by Father on Jan 24, 2015 1:48:03 GMT
Not that it's terribly related, but in my home campaign the players would roll endurance tests when they suffered defeat. The Endurance test was Routine (6) so that if they made the test, they were fine. Five or less resulted in being maimed (at which point I would select an ability as per normal maim rules that fit the wound) and a 1 resulted in death. This mean that foes that fought to full wounds/injuries before accepting defeat had a very real chance of death, and made players admit defeat rather than fighting to zero health rather and counting on the Narrator to spare their character. Other results (ransom, taking the black) were RP results and wouldn't happen from normal defeat rules (as one could be both maimed and held for ransom, etc).
Anyways, it was good for PCs and narrators as it put the responsibility for what happens to a defeated character on the character and prevented hard feelings from players who were killed by the narrator in such situations.
|
|
Father
Sub-Narrator
Posts: 133
|
Post by Father on Jan 24, 2015 2:16:06 GMT
After reading more threads after coming in from happy hour, I have an additional thought to add:
SIFRP has a lot of it's basis in cooperative story-telling... moreso than any other system I've played, though I know there are a few out there that lean on it even more. That said, there are multiple opportunities for the players to shape the story without narrator input, and I hesitate to do anything that would stifle that little nuance of this lovely little system GR's built here.
|
|
|
Post by Symon Kytley on Jan 24, 2015 13:31:50 GMT
Agreed, I would like to see any random tragedies only be a small portion (maybe on a roll of 1 on a d6?) of defeats. For the most part the collaborative storytelling aspect would be maintained.
|
|