RE: Re: New players and Combat defeat.

From: Mike Holmes <homeydont_at_...>
Date: Wed, 08 Dec 2004 15:30:35 -0600

>From: "Rob" <robert_m_davis_at_...>
>
> > Instead positively incentivize not killing. "If you
> > don't kill him, I'll give you a free Merciful ability."
> >
> > Mike
>
>Don't think it would work. The chap who plays the hunter in our
>group plays a fairly murderous, sneaky killer. His rationale is
>that his time in the wild has desensitised him.

So it works beautifully. That is, he decides to pass, and he's made a distinct statement about the character that he's not merciful, or about to become merciful.

I mean, if the player is dedicated to playing a character with those themes, there's really little you can do to stop him - and maybe you shouldn't even try. But what you can do is give his decisions context by presenting him with the option. That way the play of a killer becomes meaningful, and not just the choice that makes the most tactical sense. In fact, he's throwing away power in order to tell the tale of just how much of a killer his character is.

Mike

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