{"id":1795,"date":"2010-02-16T21:37:02","date_gmt":"2010-02-16T21:37:02","guid":{"rendered":"http:\/\/random-average.com\/?p=1795"},"modified":"2010-02-17T17:14:29","modified_gmt":"2010-02-17T17:14:29","slug":"being-immortal-in-fate-diaspora","status":"publish","type":"post","link":"http:\/\/randomaverage.com\/index.php\/2010\/02\/being-immortal-in-fate-diaspora\/","title":{"rendered":"Being Immortal in Fate (Diaspora)"},"content":{"rendered":"<p>Tim challenges me.<\/p>\n<p>First, he never lets me coast during our games: not as a GM, certainly, but neither as &#8211; more simply &#8211; a roleplayer. I consider that a good thing.<\/p>\n<p>Second, he challenges me on my choices. I&#8217;m not saying he busts my balls over every single thing I do in a game, but he makes sure that <em>I<\/em> know why I&#8217;m doing something &#8212; that there&#8217;s a reason for it that goes beyond &#8220;well, it&#8217;s X kind of game, so we should do X.&#8221;<\/p>\n<p>But Third, he never lets me coast when it comes to the system &#8212; whatever system we&#8217;re running. What that means is that, if something is theoretically possible in the game, he will grab that &#8216;theoretically&#8217; possible thing and wrangle it by the throat, dragging it from Theory into Practice.<\/p>\n<p>Case in point: Diaspora. Let me point out a few things Tim did with his guy that might\/would be, in another system or another time, &#8220;game breaking&#8221;. \u00a0Tim&#8217;s concept was basically:<\/p>\n<ul>\n<li>I&#8217;m the Benevolent Dictator for Life of an entire star system. (Except that I bailed and left a twin in my place.)<\/li>\n<li>The solar system I control is the source of life-extending food. Which I created. And kept the good stuff for myself.<\/li>\n<li>Because of this super-SUPER-food and my own experiments on myself, I am (so far) effectively immortal and can heal from just about any injury.<\/li>\n<\/ul>\n<p>He&#8217;s not being a dick about it : that&#8217;s just his character concept, and if I look at it and say &#8220;I don&#8217;t think that&#8217;s possible&#8221;, he&#8217;ll work with me.<\/p>\n<p>Not that I said that.<\/p>\n<ul>\n<li>Dude, you left a stranger that looks just like you in charge of a whole system of rich, bored, nigh-immortals? THANK YOU.<\/li>\n<li>I like super-food. I like trying to figure out how one <a href=\"http:\/\/farm1.static.flickr.com\/82\/235354804_f1143e3a4d.jpg\" target=\"_blank\">fruity oaty bar<\/a> can feed someone for a year, and how that would be remotely profitable for anyone.<\/li>\n<li>And&#8230; well, I had this idea about the whole regen thing. It&#8217;s kinda neat.<\/li>\n<\/ul>\n<p>Here&#8217;s the deal with with regeneration; there&#8217;s really two things it&#8217;s likely to do. One is A Game Thing, and one is A Story Thing.<\/p>\n<ul>\n<li>Game Thing: You recover from wounds a hell of a lot faster than the rules allow, presumably for some game-point cost roughly equal to having internal body armor that would have stopped about the same amount of damage. That&#8217;s easy to do: you just get the &#8220;internalized gear: armor&#8221; stunt and describe it as you healing really fast. Which is fine. It&#8217;s not super-interesting to me; it&#8217;s just a thing. Whatever. (Tim: you SHOULD note that if what we came up with as a solution is unsatisfying or too non-crunchy, we can do this.)<\/li>\n<li>Story Thing: You take horrific damage that should kill another person, but it doesn&#8217;t kill you.<\/li>\n<\/ul>\n<p>The thing is, people worry a lot about how to make Crazy Regeneration (TM) work as a Game Thing, but most of the time what the player <strong>wants<\/strong> is the Story Thing &#8212; they want a story in which their guy takes horrific damage that should kill them&#8230; and it doesn&#8217;t.<\/p>\n<p>The story-point of this kind of ability is the hurt they undergo, you know? \u00a0Wolverine isn&#8217;t about his per-second-healing-rate &#8212; he&#8217;s about Surviving Shit That Should Kill You (physical and otherwise); no one would give a shit about Corwin of Amber if it weren&#8217;t for the fact that he got his eyes burned out of his head with hot pokers and <em>kept going<\/em>.<\/p>\n<p>I mean&#8230; no one builds a guy with regen and then gives them agility so high they never gets hit. Where&#8217;s the fun in <em>that<\/em>?<\/p>\n<p>So I listened to Tim to see what he was talking <em>about,<\/em> when he was talking about this ability.<\/p>\n<p>And? He was talking about the cool scenes that would come from it.<\/p>\n<p>He was talking about the story.<\/p>\n<p>Right, so this is how you deal with that.<\/p>\n<ol>\n<li>Make sure he can get hit a lot. \u00a0Tim built a stunt called &#8220;better living through science&#8221; that lets him determine the size of his &#8220;stress&#8221; bar (or whatever it&#8217;s called, I don&#8217;t have the book with me) from his Science skill, not Stamina. Boom. He suddenly got a very roomy stress bar for taking physical damage.<\/li>\n<li>Make sure he&#8217;s got an Aspect that reflects this regen\/durability. Why? Just to give the whole concept weight.<\/li>\n<li>Finally: Remember what damage to this guy <em>means<\/em>.<\/li>\n<\/ol>\n<p>Here&#8217;s the thing: in FATE, damage to the stress bar of a character is temporary stuff: it goes away with a few seconds&#8217; rest at the end of the fight. Ditto Minor Consequences. Moderate Consequences take maybe a good night&#8217;s rest to shake off. Serious consequences take a fair bit longer.<\/p>\n<p>On a normal guy, then, stress bar damage and minor consequences are things like little cuts, scrapes, bruises&#8230; stuff like that. Moderate might be a wrenched shoulder or a light weapon graze that draws blood. Serious is a solid hit. Blood everywhere, or a totally broken limb.<\/p>\n<p>On <em>Tim&#8217;s<\/em> guy, quite simply, damage to his stress bar is described in play as something roughly similar to a normal guy&#8217;s Serious hit. That&#8217;s where damage-of-note <em>STARTS<\/em> with him &#8212; anything less is too inconsequential to mention. \u00a0From that starting point, we then ramp to the point where his &#8220;Takes awhile to shake off&#8221; injuries are things like &#8220;I chopped off my arm to escape&#8221; &#8212; because on this guy, that&#8217;s not a permanent problem.<\/p>\n<p>Put more succintly: a stress-hit on a normal guy is a bruise; on Tim&#8217;s guy, I blow a hole through his leg. Increase from those starting points in parallel.<\/p>\n<p>That&#8217;s it. With that tweak, we get what we&#8217;re looking for: a guy who shakes off in minutes what it would take other people months to heal from, which was the whole point.<\/p>\n<p>And when he invokes that &#8220;practically immortal&#8221; aspect to give himself a bonus? That means <em>I<\/em> know that he&#8217;s solving the problem by (mis)using his body in some <em>particularly<\/em> damaging way.<\/p>\n<p>Ouch. Should be fun.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Tim challenges me. First, he never lets me coast during our games: not as a GM, certainly, but neither as<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7,6],"tags":[55,59],"class_list":["post-1795","post","type-post","status-publish","format-standard","hentry","category-musing","category-table-top","tag-diaspora","tag-sword-swallowing-for-fun-and-profit"],"_links":{"self":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/1795","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/comments?post=1795"}],"version-history":[{"count":6,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/1795\/revisions"}],"predecessor-version":[{"id":1797,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/1795\/revisions\/1797"}],"wp:attachment":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/media?parent=1795"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/categories?post=1795"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/tags?post=1795"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}