LinearPhilosophy

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Linear Philosophy:

Some linears are harder than others, in that the monsters are harder, so the PCs need better tactics and more effort to avoid being injured and incapacitated. This is a good thing.

It seems to be a popular idea that, as hard linears carry more risk, they should also carry more reward.

The question is: What form should risk take, and what form should reward take?

People don't seem to like TPK as a risk, because all too often it happens because of an overstatted encounter rather than any actual errors on the part of the character party. It's still going to happen occasionally, but it should be rare.

Alternatively, there's the risk of character death without the whole party getting chewed up. While people, on the whole, seem happier with this than with TPK, it has a problem. It kind of necessitates monsters stabbing people while they're down. Since a downed character can be killed in less than three seconds, this needs to be done carefully. Barring introducing an "execute" mechanic into the system (because, let's face it, we're changing enough already), we can handle this by having monsters grandstand, slowly torturing their victim, and leaving somewhere between ten and twenty seconds before striking the killing blow, to give the other characters time to charge over and save their friend's life. This introduces the risk of character death, while still making it something that only happens if the players screw up.
One of the problems I can see with this is that the player who screws up (by not running to the rescue) isn't the one who gets killed.

A brief aside: Currently, we don't have any explicit contract that monsters should avoid killing downed players. This, in some cases, can lead to bad feeling. However, if we did have such a contract, we might see an increase in PCs playing possum in order to avoid being killed, which I don't like very much either. Suggestions on a postcard.

For risks less severe than death, how about maiming? Monsters can quite easily hack off a character's limb, thus incapacitating them for several weeks. It's been suggested that a particularly cruel group of monsters could drag one of the wounded PCs away with them, necessitating a rescue later. Monsters could also quite easily rob unconscious players, depriving them of money, potions, magic items, and maybe even a mage's focus. There might well be an opportunity to get these back later in the linear.

Depending on how Alchemy is done and how common and how expensive healing potions are, a hard linear might require much more expenditure of IC resources to keep the party on their feet. This is the "wear the party down gradually" approach that doesn't work very well at the moment, largely due to regenerating mana.

There is also the risk of failing the mission without actually suffering much in the way of personal injury. In order for this to be workable, though, the linear needs to be set up with some pre-planned rules for what will cause the PCs to fail the mission. I can think of many examples and will gladly post them if people are interested.

There are other risks, many of which have already been discussed.


Now, rewards. Currently, we vary the amount of XP given out depending on how hard the linear was, but since "hard linears" don't really carry any more risk of death than easy ones (since we try our damnedest to avoid TPK) this seems slightly odd. It has been suggested that all linears should carry the same XP reward, but that IC rewards should vary depending on difficulty. I like this idea. Depending on what we do with monster XP, I think 8 (if we keep monster XP) or 10 (if we don't) are good values.

It has also been suggested that we have the occasional high-risk linear with higher XP reward but also greater danger of TPK. The suicidal defense of the East Gate at the pre-banquet bash was an excellent example of this. It would, of course, be made clear to the players who wished to participate that this is a Very Dangerous Linear, and we'd try not to drag any characters into it unless the players had already expressed wishes for a suicide mission.

Comment, and I'll add more stuff.

OP: Valtiel

I would like to see more IC rewards for linearing. My impression is that at the moment, there don't tend to me many, not so much as a matter of policy but just because when people are writing and setting linears under pressure, adding potential rewards is an added complication, and also because I suspect people underestimate the tendency of linearing parties to miss things (was there any midnight orchid or whatever it was called on the Sleeper Linear? I didn't see any - did any of the rest of the party?). I would urge anyone writing a linear to include a couple of places where the party not merely could come away with IC advantage if they do the right things, but probably will come away with IC advantage if they act in expected fashion. --Jacob

The absence of Midnight Orchid was a cock-up. Sorry. --Valtiel
That's rather what I was saying - it's usually the rewards rather than the challenges that get missed out due to stress. --Jacob


Something that has come to my attention recently: What do we do if an encounter halfway through the linear turns out to be harder than anticipated, or the character party have terrible tactics, and they end up maimed and out of healing? The way I see it, our options are:

  1. Downstat the rest of the linear so they have a better chance of surviving to the end.
  2. Provide them with Emergency Healing in one or two encounters time.
  3. Let them run away.
  4. Leave the linear as it is, and probably wipe out the character party.

Obviously, none of these options is going to please everyone, and #3 is based on an IC decision - if the PCs don't want to cut their losses and run, the most we can do is have the character ref be pessimistic at them. #1 kind of sucks but at least doesn't seem as contrived as bonus healing from the character party's point of view, although it does mean the linear will be mostly easy encounters and one very hard one. We normally go for #2, but some linears might give the party an IC choice between running for it and dying a heroes death. My preferred option would be to give them the chance to run for it, and if they don't, drop some bonus healing in a few encounters down the line so they have to fight for it.

Thoughts?

OP: Valtiel

PCs screwing up an encounter leaving them in trouble strikes me as an entirely different thing from statting or positioning of an encounter leaving them in trouble. The former should, IMO, leave the PCs in rather more trouble than the latter. I am in general in favour of a solution that lets the linear run to the end unless the PCs choose to run, because I feel I've got a better afternoon's entertainment that way. If that requires Emergency Healing (which can easily come back to bite you in the arse next interactive) or downstatting (to an extent, particularly if the screwup isn't the PCs' fault) then so be it. --Pufferfish

I agree with pretty much all of this except the first sentence - I think it's often impossible to distinguish between PC screwup and overstatting/positioning without running an encounter multiple times or something. I think that if in doubt, a party being massacred should generally be assumed to be a result of overstatting rather than incompetence, on grounds of benefit of the doubt. I've been on both sides of this in the last two linears; in both cases I think the problem was probably but not certainly overstatting rather than incompetence; in both cases the refs opted for the "drop healing on them" option; in both cases I think that was definately the right solution, because it meant that the linear went on and finished with a bang rather than a whimper. I think that "make the PCs run away before the final encounter" and "kill the PCs" should all be avoided if at all possible; downstatting the linear is an option but makes things feel less epic, and the same effect can usually be achieved through dropping healing on the PCs. Forcing the PCs to run from the final encounter is possibly less bad than making them run from another one, because the monsters still get a whole linear, although I'm still not keen on it. Something I'm adding to my list of things to check when I'm writing linears is "do I have an excuse to drop healing on the PCs?" --Jacob
I'm with Jacob here. A classic case recently was the pair of very hard Wraiths on Midwife Moon II. The party got quite thoroughly battered, and I'm STILL not sure if it was due to bad player tactics or the encounter being very late in the linear, by which time the party were low on mana for direct damage spells. --Valtiel

Healing in a form that causes IC problems later on is an excellent idea, but very hard to come up with on the spur of the moment. Maybe I'll start including "in case of emergency" encounters in linear plans from now on... --V

  1. 3 is the "best" in many respects and would be my preferred option if it happens near the end of the linear, but if it's near the start it would suck quite a bit, especially for the monsters; in that case I think #1 is the least bad option - even if those encounters are a lot weaker statswise, if they're providing a similar level of threat then the "feel" is fine, IME. #4 I would object to because I don't like character death, and #2 is worse than #1 from my PoV? because it tends to feel horribly contrived. --Lmm

Running the hell away doesn't have to mean Linear Over - wherever the PCs are, there is a good bet that they have to get out again. I like that PCs have the option to run away and leave goals unfininshed to come back and haunt them again, and I don't think linears should be downstatted so that the PCs always achieve the end objective. Ideally players shouldn't feel that they are spoiling everyone's fun by running away, it's solely an IC decision, there will be a Full Afternoon Of Fun whatever happens. Sure if they are bugging out then the encounters on the way out may be easier, but I'm sure there will be juicy IC consequences that we can all sit back and appreciate. I also would prefer that if healing is going in then the PCs are going to have to fight for it, make difficult deals for it.. it should cost them something. - Bryony
I don't entirely agree - generally TT parties go fine... fine... fine... really, really battered. If the party are battered enough that they have to run away, you're unlikely to be able to put even really, really easy fights in their way without killing most of them, especially the unconscious ones. A running-away party tends to have less good discipline and combat tactics, too. Even if you can and do put fights in their way, it tends to mean the linear finishes on a low note rather than a high one. --Jacob

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Last edited November 11, 2007 6:09 pm by Valtiel (diff)
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