Mechanics

Have a question about SOTF? Confused about something? Have a great suggestion for something concerning the site? If so, this is the place for you!

Mechanics

Grim Wolf
Winner
Joined: November 9th, 2009, 5:39 am

May 10th, 2014, 7:47 pm #1

So I've been thinking a lot about escape attempts and the mechanics of SotF. There's been a pretty consistent move towards realism for a long time now (since about V3, as far as I can figure), and in some ways that's good and in some ways that's bad. I'm always of the opinion that a story is better when it clings to the rough contours of reality while changing what it needs to to be awesome, but some of the changes we've made makes me think it might be better to have some mechanics set in stone.

So, some thoughts/questions/ideas, and I'd like people's input. My opinions are just that, and they're not critiques of the game but rather an analysis of what I think is necessary.

1. Rolled deaths as escapes.

It hasn't happened yet, but let's imagine that a rolled character decided to use their death as their escape attempt. But what if the escape attempt was successful? Do we then kill the character off all the same, mitigating the impact of a successful attempt? If we're going to go ahead and accept that an attempt can lead to an unrolled death, it might be necessary to say that a success might mitigate a roll. With sufficient policing to make sure no one's abusing the system.

2. Collar explosions

The size and nature of the collar explosion has been left to player fiat, but I'm not sure that can be the case anymore. The size of the explosion can radically change how a handler might use it. For instance, I considered having Mirabelle Nesa place her collar against Baines' throat so that it would kill them both, but based on previous explosions didn't know if that would make sense. But if it's an explosion that just destroys veins or straight-up beheads a man, that could change a lot.

3. Collar size and design.

In general, collar design is pretty consistent, we get blueprints...but we don't know how they're sized for people, or where the clasp is (and there must be a clasp or weakpoint, since that's the only way they could be put on).

4. The Task Force/Back and Forth

If we're going to treat escape attempts (and the game as a whole) with genuine realism, then I think there's going to need to be more of a back-and-forth between staff and the handlers. From my own experience, I can say that I'm generally happy with how staff handled it, but if we genuinely intend to make a realistic game, then there's going to need to be more of a consensus between staff and handlers. The nice thing about the old model was we got to treat attempts as thematically significant, rather than technically. I think it's the reason that Liz's escape works--it's not the science, but the character and the sacrifice. She paid a worthy price for collar removal that couldn't be replicated, and died for her attempt.

I think we can actually have it both ways, but not while staff and handlers are operating in slightly different worlds. Reality requires consensus, but we don't have that--everyone's playing the game differently, and while that can work find, it damages any attempt at realism.

This is actually my main reason for writing this post. I've enjoyed V5, and there's been a lot of discussion about how tonally interesting it is, kind of fundamentally bleak and hopeless based and it seems kind of based around how realistic we're being this time around. It's been interesting. But when V6 comes along, I think we're going to have to make a more conscious decisions as a site as to what kind of game we're going to want to play, and reach a consensus.

So. Thoughts?
Want to buy my book? See my short stories? Read my fanfiction? Visit my website!

V6 Players

Tara Behzad: "They don't get to decide how I die."

Lizzie Luz: "I don't want to go."

Alex Tarquin: "No more masks."
[+] spoiler

G053 Karen Idel, DECEASED: Game over.

B040 Tyler Lucas, DECEASED: I had fun. You?

B046 Xavier Contel, DECEASED : "G-gotta...trust people, Arthur. G-g-gotta try. C-can't be afraid."
[+] spoiler

B054 Raidon Naoko (DECEASED): "Dying like this isn't so bad..."

B072 Simon Grey (DECEASED): "I never was a hero, but, God help me, I tried."

B079 David Meramac (DECEASED): "Running towards nothing. Running from nothing."

G072 Mirabelle Nesa (DECEASED): "I'm a weak little girl who couldn't save anyone, even myself, but god damn it I beat you and god damn it you are going to remember that because I am Mirabelle Nesa and I am a hardened goddamn warrior and I am not going to fucking give up now!"
Quote
Like
Share

Badb
Mr. Danya
Joined: February 16th, 2009, 8:51 pm

May 10th, 2014, 9:13 pm #2

disclaimer these are just my opinions and the answer to a lot of these questions are subjective.

1. No. It's unfair to the other people who are rolled. Granting a roll null to people who make escape plots is pretty fucking silly.

2. yeah there really need to be consistent collar rules rather than subject to handler whims. personally i'm a fan of explosives directed inwards b/c using collars as an offensive weapon is just kinda hokey. (tho tbh neck-strapped exploding collars are an inherently silly concept so don't think too hard about it i guess)

3. tbh neck-strapped exploding collars are an inherently silly concept so don't think too hard about it i guess

4. i don't really see where you're coming from here. staff are usually fairly willing to work with escape groups (team ego represent never 4get)?? idk tho. i'm not quite sure why we need to all form some big concensus on what game we want to play before we play it. i'd rather shit like that happens organically.

also stop putting realism on a pedestal everyone like jesus christ realism is not a noble truth we should strive for it is a tool to create empathy and sympathy for characters
V5:
B035 - [color=EF98AA]Ray Gilbert[/color] - DECEASED - Guy Fawkes Mask - Too Far Gone
G029 - Zoe Leverett - DECEASED - Machete - To Really Be Alone, To Pick At All the Bones
[/spoiler]
wrote:[18:10] <Laurels> WWJD? Fuck corpses, apparently
wrote:[15:16] <Naft> My college once nearly burned down because someone tried to make a bong out of dollar bills and the fire alarm didn't work
Quote
Like
Share

1245
Winner
1245
Winner
Joined: June 29th, 2013, 5:06 pm

May 10th, 2014, 10:08 pm #3

Heh, hi Grim!

I kinda agree with you and to be honest, Gavin's escape plan could've succeeded IC if they were in the V1 physics (because August was shot in the collar and it took very long to detonate). But yeah, the collars improve throughout the versions IC, too. And in Test Run 8 lots of people escaped, too. So for every attempt of escape it's harder to escape. So people have to be more creative I guess.

The first point makes sense, but I think it would be contraproductive if they would be saved. I mean in the Mini rules about the ten kill escape it's also stated that the character has to die even if they succeed to kill 10 people and are rolled. Even though it won't matter to the other people, as they are out of the game either way and wouldn't be a problem like nulls, it wouldn't be really fair, because rolled people should die. And it probably would encourage people to do an escape attempt death. And having 20% of the students die of escape attempts aren't...that realistic either. And I personally think it's more entertaining reading one character to die in an escape, while the others succeed. Maybe because it's more dramatic, or because I'm a bad person and enjoy the bittersweet ending. I think some V3 escape attempt deaths were cooly handled, even though they somehow sucked, because they were mostly inactivity deaths. And the deaths in the V4 Rescue thread were also pretty interesting to me, because...they were sooo near to escape. Yes, I'm probably a bad person.

And about the collars. I think the collars in general are sci-fi stuff taken from BR, that is way too complicated for anybody and knowing the mechanics would be meta the students wouldn't know anyway. So I think the exciting thing about escapes in SOTF is it to ignore the collar, which are unrealistic magic things probably and think outside of the box. I, for example have many, many ideas how to escape the island easily with using facts about...well I don't want to spoiler anybody, but I think it is possible to escape in many different ways after all. So if there was a clasp, it probably wouldn't be visible for students, maybe the terrorists have improved their collars due to the V4 escape (which probably gives the most canon collar details that currently exists, because I think it revamped the v1-3 stuff), but even then no one would notice but the terrorists, else it would've been mentioned by staff in the collar description. And I guess the explosion is the detonation size of the BR collars (because...it's based of them...else it wouldn't make sense). I'd suggest you to read the BR manga, because it shows a scene where it explodes. It's pretty interestingly drawn, but very, very gory ._.

But agree with you in the last point, that handlers and staffers should have a better connection together! On the other hand I kinda understand why the Main Escape rules are so rough and hard. It's because there already were 3 escapes in the SOTF history, and having yet another one would make Danya and his henchmen look like complete idiots, because, hell, they are military trained adults who got tricked by childs who just graduated, and would look like complete geniuses. That's also a reason why I think Main had enough successful escapes, maybe in some versions it could happen again, but not so many times in a row. And Mini? Mini had no escapes at all. No Roleplayed at least. And the Mini Escape rules are really more easy, and it would be awesome if people would successfully escape there instead in Main. Because it's easier there and it might or might not be encouraged by the staff, because in TV2 for example the collar have flaws and it could be possible to escape there. So I'd look forward for a Mini Escape, so maybe you can try that there if you want, because maybe there the collars are easier to remove. Tv2 also gave much information about them. And it would put more plot in the announcements in the Minis, which would expand the universe a bit. So it would be a win/win situation. Even though Tracen hasn't reacted to an escape attempt, I think he's smarter than his father, who was somehow schizophrenic and insane and killed his own people and stuff. So that could also mean that the new V5+ AT are more organized, smarter and more safe, which reduces the chances of escape. And to be honest, I'd rather read Adams or Ritzy react to an escape than to see how AT will probably go: Detonate random collars as punishment to have a creative way for inactivity deaths as a punishment, Liz Polanski or SADD style and we'll send Richard and Baines...Even though it might be fun to see them together in action again.

So another random thought of mine is that...if this thing, SOTF, really happened...I think the government would've probably try to find a way to escape the island and tell that to school children. Or they would've researched that on the corpses they found after it was broadcasted, as the terrorists left them at the island there. Or they would've sent an introduction of what to do when you're abducted into an SOTF, like a video that says: Do this and that, so the terrorists lose. Or McAllister would've done something different and they'd have done something smart.

But neither of it happen.

And do you know what that means, Grim Wolf? Cody Jenkins was fucking right.

Yeah that were my thoughts about it. Sorry, I barely have a clue about this and I'm neither a good writer nor am I a friend of realism, but I think I wrote my thoughts down, because...I don't know. I'm bored and want to talk about something. This post may or may not contain ignorance, grammar errors and lots of stupidity, but I wanna reply. And of course, I'll also look forward to V6, so maybe we might do something there together or not.
Quote
Like
Share

MurderWeasel
MW's Private Rank
Joined: February 18th, 2009, 7:01 am

May 11th, 2014, 12:38 am #4

I did not read the replies yet, so apologies for any redundancies.

My thoughts:

1. We discussed this a lot while creating the system, and decided that rolls are rolls no matter what. The reason for this is, simply, that anything else would lead to the potential for massive abuse. By allowing any way to mitigate rolls, that then becomes the logical solution for every single instance in which a handler wants to keep their character alive and isn't saved.

The logic behind the escape changes is that escapes are, in the grand scheme of things, the exception rather than the rule. They're a huge shakeup of the core premise of the game, and part of the rules change was reminding the site of that fact. The risk to escape attempts exists to prevent successful escapes from being a common occurrence. It's one of those feature not a bug deals.

2. I am ~75% sure there was an official ruling on this once and it got ignored. There's a rule in the drafting for this come V6, though, because there are a lot of collar inconsistencies that have proved problematic in the past.

3. That's a good point! We've actually got this written out staffside, but it's a bit hard to explain; the short of it (IIRC, this may be wrong 'cause it's been a while) is that collars are two-part constructions, that slide together and latch internally (think putting on a pen's cap, but with more serious internal stuff). This results in a nearly seamless connection absent any of the typical screws and hinges.

4. We definitely consider themes, and actually that's part of how the new rules came into being! Speaking solely for myself, two escapes in a row was thematically extremely problematic, in a way that's a little hard to see I think for handlers who joined after the reveal of the V3 escape attempt. That reveal really changed a lot of the feel of the story/world, and V4 continued that trend, while V5 has been more of a return to the V2 form (V1 meanwhile was way darker, with Danya acting capriciously and even the slim hope of survival through winning uncertain).

I'm always interested in hearing members' takes on the theme, plot, etc. of the game. At the moment, the staff stance is that escapes should be rare and costly, largely because an extremely high bar for success makes that success more satisfying and compelling as a story. If escape is common or risk-free, it can become such a repeat occurrence to dilute its meaning or otherwise cheapen it, not to mention removing the teeth of the general game premise (a class has been picked to die, except for one person).

To use BR and The Hunger Games as an example (spoilered for those who haven't read them):
[+] spoiler
In Battle Royale, escape functions as a plot device because it's such an unusual thing. In the novel, we're led to understand that there are fifty games a year, and it's been going on for a long time. Seeing the one game where it's successfully thwarted is, therefore, interesting, especially in light of the initial escape failure.

In THG, meanwhile, we also see a first escape. It's a little bit different, and weaker IMO due to its lack of setup; in a game where the rules change arbitrarily, there's no reason they can't just let two people go.

Where it really becomes problematic is in the second book. The first book allowing multiple people to live removes the teeth from the threat of the game, so when the second comes around and we see, surprise surprise, multiple survivors again, it's not rally as big a deal and the narrative conceit of the game as a threat to our protagonists is completely destroyed.
So basically, my take is that change and different results can be great and interesting, but you can't have change or difference without a firm baseline to deviate from. The rules for V5 were written with an eye towards allowing the possibility of success but at the same time making it much more grueling, so as to firm up that baseline.

This was all whipped up off the cuff without input from other staff, so it solely represents my opinions. As such, take it with a grain of salt.
Quote
Like
Share

MurderWeasel
MW's Private Rank
Joined: February 18th, 2009, 7:01 am

May 11th, 2014, 12:49 am #5

RemoteControl wrote:And about the collars. I think the collars in general are sci-fi stuff taken from BR, that is way too complicated for anybody and knowing the mechanics would be meta the students wouldn't know anyway. So I think the exciting thing about escapes in SOTF is it to ignore the collar, which are unrealistic magic things probably and think outside of the box.
I actually spent a really long time dredging through everything the internet knows about RL bomb collars (which sadly do exist). It was really soul-crushing honestly and I'm probably on every FBI watch-list on the planet now, but that's where a lot of the basis of the current iteration of SOTF collars comes from.
RC wrote:maybe the terrorists have improved their collars due to the V4 escape
Yeah, they got revamped pretty heavily in ways that mostly haven't come up yet due to people not trying certain things.
RC wrote:And the Mini Escape rules are really more easy, and it would be awesome if people would successfully escape there instead in Main. Because it's easier there and it might or might not be encouraged by the staff, because in TV2 for example the collar have flaws and it could be possible to escape there. So I'd look forward for a Mini Escape, so maybe you can try that there if you want, because maybe there the collars are easier to remove.
This is half thematics, half Mini's status as learning ground. This has gotten a bit lost over the years as the Mini and Main populations cross over a ton, but Mini was originally designed as a place for handlers who weren't yet up to snuff for Main. Since then, it's become a lot more of a practice ground, with smaller games and different styles. Since it's smaller and since we don't see tons and tons of escape attempts/any thematic aftershocks thereof, it's basically still running on the V4 rules. If we saw a bunch of escapes on Mini, we'd probably a. move to the V5 rules, b. use this other set I came up with but that's pretty much shelved for being really meta, or c. just flat out go "No escapes for a while". The latter option's much more of a Mini thing due to its training ground status; on Main, with its continuing plot and such, we want there to always be a chance.
RC wrote:Or they would've researched that on the corpses they found after it was broadcasted, as the terrorists left them at the island there.
This is why I'm ~98% sure that the bodies aren't left behind, or, at the very least, the collars are removed from them beforehand.

@RC: It's always interesting to hear input; no need to apologize/self-deprecate.

Blahblah just my opinion disclaimer stuff.
Quote
Like
Share

The Burned Handler
Mr. Danya
Joined: September 22nd, 2006, 2:19 am

May 11th, 2014, 8:18 am #6

Kalopsia wrote: 3. tbh neck-strapped exploding collars are an inherently silly concept so don't think too hard about it i guess
To be fair, these are an actual thing that show up sometimes! There's been at least one notable incident with a bomb collar being used on somebody.

Also, re: escapee rolled, wouldn't the really, really obvious solution be to just go "the attempt fails" and have that be how they die? It isn't a complication, if someone suggests an escape then gets rolled just go "you can try but it has to fail" or whatever.
MurderWeasel getting impatient wrote:Hiya, jerk! Please don't post until edits have been completed, as doing so causes confusion/messes up the queue.
wrote:18:48 Ruggawork I have faith in you!
18:48 Ruggawork and your ass!
wrote:16:35 Kilmarnock Maybe Iktor?
16:35 Kilmarnock Maybe Toben.
16:35 Kilmarnock hard to tell until they make out with me.
16:35 *** mib_6brm7d is now known as Irene
[+] spoiler
wrote:11:55 Zarina turns out I work best with people when most of the people are dead
wrote:18:30 Slam Well we don't really do showers in the UK
wrote:05:57 *** Christian joined #sotf
05:58 shotgunkid oh crap
wrote:05:54 frogue i can be a time consuming process!
wrote:16:47 Irene "let it sit for half an hour, it's better when it's not so cold" he said.
16:47 Irene well...
16:48 Irene it exploaded.
16:48 Irene all over my hands.
Gianni no wrote:15:54 Aloha Leg cramps happened suddenly and i can't move X_X
15:55 Gianni wb :3
wrote:21:20 *** Persy joined #sotf
21:21 Gianni Hey Persy!
21:21 Namira my mutant alchemist
wrote:21:31 Pancapples [The weather] Was beautiful today.
21:33 Solitair oh no
wrote:18:48 Ruggawork Who doesn't want to rape Bro
wrote:17:30 Ohm Sweet, I'm using then
wrote:14:18 Wes 'm so hungry ;c
14:18 Wes :c8
14:18 Wes...
14:18 Wes fuck it
14:18 mib_7zyd33 That's not what you're supposed to do to food.
14:19 Imehal Nah, that's kinda par for the course around here.
14:19--- Ohm is away (Ew)
wrote:14:50Pancapples I kinda miss the Crusades now.
Bad Ohm! wrote:18:51*** RC quit (Quit: http://www.mibbit.com ajax IRC Client)
18:51 Ohmfg Yay!
Laur doesn't like people being in chat wrote:18:33 Laurels Agh, people are here
18:33*** Laurels quit (Quit: http://www.mibbit.com ajax IRC Client)
Germany vs. Germany! wrote:18:47 RC I should send my list of ideas to SOTF_Help once I get rid of the dumb ones on the list
18:48 Bikriki so you want to send them an empty list?
wrote:19:40 uyugin taking bets on who will be the big douche in v6
19:40 Kilmarnock Actually I'm going with Laur.
wrote:14:01 Kilmarnock Girl!Slam was cute I guess.
wrote:11:29 Naft Dude uncool
11:29 Naft I was talking about conceptual penises and you made the penises real
wrote:13:59 Solitair I love seeing people get mentally broken
Quote
Like
Share

1245
Winner
1245
Winner
Joined: June 29th, 2013, 5:06 pm

May 11th, 2014, 10:28 am #7

I think an escape attempt has always multiple people (I can't think of a single person trying to escape alone, other than Ken Mendel. Even Ernest Decarteret had temporarily a group, although he was probably the only escapist in V2 that had a good plan/tried. If he'd met Ricky's group they'd have better chances to escape) and when one of them is rolled and they try to escape it shouldn't fail just because one person of it is rolled. I mean if it is logical and legit, not everybody has to die/having the plan fail. Having an attempt escape fail because of rolls would probably just exclude the rolled character, which would be pretty mean towards the handler of the rolled character. The escape could succeed, but maybe the rolled person dies after they succeed or something, Sean O'Cann style. Or the other collars are removed and the last person who gets them removed is the rolled character, whose collar gets blown up. Or the other people remove the collar wrongly from the rolled one.

Also what counts as an successful escape (attempt)? Removing the collar or go away from the island? Because even if they remove the collar, the escapists could die via terrorist squads or stupid classmates.

Yeah the fact that the collars exist is terrible.

There's also differences between the manga and the movie (I think the manga decapicated, while the movie just let him bleed out or something), how the collars work, but I think the manga's more canon, because the creator of BR has co-written it.

Yeah, I agree with you Toben, that Mini shouldn't have too many escapes, but it hasn't happened yet. But if (a good) one happens it could be pretty cool for everybody, as the staff would write the announcements differently and therefore would expand the universe. The writers would also be happy, because it might or might not be easier for them and it would be cool for the readers because it's never happened and could be interestingly written. The Epilogue could be like the V3 Epilogue! Just finished, which would make it even more awesome. Or like the Tv1 epilogue, where there were multiple winners, too.

But yeah, I'd hate a fleet of escapes, because...they aren't interesting when there are so many. I think the interesting ones are the ones that are creative. On the other hand it is realistic that some people want to escape.
V1 had some escape groups (even though some of them did actually do nothing to escape. They basically just were groups): Jeremy Torres' group, which have done actually nothing, Umi Hunter's group, which have also done nothing to escape, aside from talking about how to communicate without the terrorists knowing, Jacob/Dorian, which was basically lead to nothing, Jack's group, which was successful, Sarge, who was in various groups and had potential to escape in my opinion, Ken Mendel, who was basically commiting suicide, Duncan Wright, who also could've tried to escape if Angharad wouldn't have killed him, Mason, who also died, the Intrepid Six, which did nothing about escape. The only thing the Intrepid Six doing about the game was Dodd ranting, and when there were with River, they also talked about. Oh, and yeah David blew up the collar of Rais.
V2 had the Andi/Peter/Ernest/Alexander/Vesa/Felix/whoever group which broke after a time and Ricky's. I think it's the only notable ones.
V3 had the great escape, so yeah.
V4 had Aaron Hughes, Team Ego, Liz' group and probably some groups that also tried to escape, I haven't read of.
V5 had Gavin, which failed, Jesse Jenning, which also failed, Joey Caputo's, which also failed and Zubin, who might or might not fail.

I think a difference between the version might be that in the earlier version they didn't try it (which made many escape groups last long), while in the current versions they DO try it. V1-2 was "planning and not executing", V3-4 probably was "executing and succeeding or failing" and V5 was "execute and fail"
Quote
Like
Share

MurderWeasel
MW's Private Rank
Joined: February 18th, 2009, 7:01 am

May 11th, 2014, 8:14 pm #8

RC wrote:There's also differences between the manga and the movie (I think the manga decapicated, while the movie just let him bleed out or something), how the collars work, but I think the manga's more canon, because the creator of BR has co-written it.
SOTF takes its cues (nowadays, not back in the V1 era though) way more from novel/film BR than the manga, where any remaining influences exist.

As to groups: Yeah, a big change has been that there is actual framework for escapes now. V1/2, there wasn't really any specific way that groups could enact their ideas, so far as I know.
Quote
Like
Share

Grim Wolf
Winner
Joined: November 9th, 2009, 5:39 am

May 12th, 2014, 1:20 pm #9

Well, V5 is fundamentally bleak, at least based on my read of it. Previous versions had streaks of optimism or hope (in the forms of attempted escape attempts or narrative arcs that gave characters a little hope even when the game was going to end properly). This isn't a bad thing, but it's an interesting play experience.

On the note of escapes-as-narratives, yes, I get that it's a little strange to see repeated successes, which is why I'm mostly okay with the rules, but consider that it's a little uninteresting to play a "session that went as planned". It essentially turns the players into background information. There's also going to be numerous students in any version accepting the game's premise and doing their own thing, so the necessary background is there. I'm not sure escapes really dilute it much further, as much as they add a different dimension to the game.

Pinning down the collar mechanics is really just a subcategory of staff/board consensus. Again, this isn't a critique, because you guys generally do well with this from my own experience, it just strikes me as the thing that has to be done right as we continue our swing towards realism. And yeah, explosions that cause decapitations seem like something a little odd in all this.

My main concern with escape not acting as a roll null is that it becomes narratively awkward if the escape attempt was successful. Like if a character had all the supplies and guts ready to attempt an escape and it succeeds, handling it so that they die right after strikes me as pretty much narratively impossible. It seems like something pretty easy to monitor for abuse (for instance, if they had no prior thought of escape, they can't just decide to do it).

I also don't really have a problem with the roll still applying, just at a later time. Maybe a successful escape on a roll could function as a roll delay? Your name is simply automatically added to the next rolls? I realize the risk factor is mitigated somewhat because the student can then just delay until they're rolled to try and escape, but then, the very act of preparing for an escape might cause them to die unrolled, so it just strikes me a fair balance so that a successful, risky escape can be written well.
Want to buy my book? See my short stories? Read my fanfiction? Visit my website!

V6 Players

Tara Behzad: "They don't get to decide how I die."

Lizzie Luz: "I don't want to go."

Alex Tarquin: "No more masks."
[+] spoiler

G053 Karen Idel, DECEASED: Game over.

B040 Tyler Lucas, DECEASED: I had fun. You?

B046 Xavier Contel, DECEASED : "G-gotta...trust people, Arthur. G-g-gotta try. C-can't be afraid."
[+] spoiler

B054 Raidon Naoko (DECEASED): "Dying like this isn't so bad..."

B072 Simon Grey (DECEASED): "I never was a hero, but, God help me, I tried."

B079 David Meramac (DECEASED): "Running towards nothing. Running from nothing."

G072 Mirabelle Nesa (DECEASED): "I'm a weak little girl who couldn't save anyone, even myself, but god damn it I beat you and god damn it you are going to remember that because I am Mirabelle Nesa and I am a hardened goddamn warrior and I am not going to fucking give up now!"
Quote
Like
Share

Namira
Mr. Danya
Joined: May 28th, 2007, 12:31 pm

May 12th, 2014, 1:25 pm #10

I see no circumstances whatsoever that would make a 'roll delay' fair to the rest of the handlers in any way, shape or form. Narratives get cut short in SOTF all of the time, it's part and parcel of how the game is played and an unfortunate symptom thereof. However, it's also completely necessary for the game's health, because as soon as deaths go from 'when rolled' to 'when I'm ready', well, that's when delays stack up, things get slow and staff members have to force the death.

To my mind there is no reason somebody should get to put off a death for an escape plot. An escape might be the most important thing to THAT character, but to rate it above any other character's plot in importance and to therefore give special dispensation and death time to 'conclude' said plot is incredibly unbalanced and unfair.

SotF: Mini - SCdoes a-rolling! - PV3 Prologue ongoing!
Draw Thread! - Pathfinder! - Writing Thread!
[+] spoiler
13:58 Gianni Oh come on you broke someone's heart
13:59 Gianni you are proud, not embarrassed
13:59 Christian Yes
13:59 Christian Be proud
13:59 Christian Do we not all strive to break a human soul?
[+] spoiler
Vincenzo/a 'Vinny' 'Enzo' Gatti | DO IT FOR THE VINE.
Toby 'Noodle' Andreasson | :|
[+] spoiler
G008 - Kammy So'oialo | wants a new script
G062 - Becca Everett | was a damn superstar
G071 - Sunshine Cho Lee | trusted
[+] spoiler
G026 - Rosalia Fiametta | Found it. | Walkie Talkies
G014 - Yelizaveta 'Bounce' Volkova | Out of here | Gasoline
B060 - Brock Mason | Thump. Thump |
G029 - Kristina 'Kris' Hartmann | Put Down. | Drama Bombs [&#8734;], M79 Grenade Launcher [x6 grenades]
G117 - Jessie Anderson | Still Smiling | Faith
Quote
Like
Share