Elennsar wrote:
And if the mechanics support this, then yes, they are heroic. If the PCs can be careless and clumsy - then no.
What you don't understand is that deadly mechanics doesn't support heroism. It supports tactical cowardice.
In some cases, like Shadowrun, tactical cowardice can be a good thing, where PCs will use stealth, surprise and all manner of other tactics to try to get an edge. That's okay if your game wants to emphasize that style, but in a heroic game where you're playing a brave knight, you don't want to prevent him from being able to trade words with the bad guy because he needs that surprise attack edge to win the fight.
And players are going to play the game based on the rules. A deadly feel means that the game is going to be played much more cautiously and less heroically. Kicking down the door and being a tough guy is out. Nope, you're going to use your decanters of endless water to just flood the dungeon (or use something to collapse it), or you're going to spend most of your time trying to talk others into fighting for you.
Which needs to be represented by the rules. The rules need to represent the reality of the characters - if I'm supposed to find falling off a cliff to be potentially deadly, it needs to be capable (however unlikely) of killing my character, or my character will discover it isn't as deadly as he thought it was.
To some degree. Yes. You want the rules to discourage actions you don't want PCs to take. So if you don't want PCs leaping off tall buildings, you want to make long drops deadly. When you make something deadly, you discourage PCs from doing it.
However, in a heroic fantasy game, you want PCs to engage in combats. You want there to be a big face off between the bad guys and the good guys. Return of the Jedi ends with a light saber duel, not with Luke saying "Hell no, I'm not confronting Vader, lets just blow him up while he's on the death star."
In the sense of overcoming danger! YES!
In the sense of being willing to risk his life (the noble aspect)? NO.
You're trying to play both sides again.
Well what's more important to heroism? Overcoming danger or willingness to risk your life?
Is the guy under the delusion that he's invulnerable who runs into danger more heroic than the guy who believes he can be hurt but is actually invulnerable?
I am interested in simulating that if Aragorn is supposed to find ten orcs to be potentially able to kill him, that ten orcs can kill him. If Aragorn isn't supposed to find ten orcs deadly, then that should be apparent to the character - not purely metagame we can't stand to have our precious PCs killed under any circumstances.
The problem is that Aragorn can't be killed by ten orcs. The character you're trying to simulate is effectively unkillable, for the very same reason we got into with McClane and Die Hard.
McClane cannot die in Die Hard. He just can't. He is never at any risk.
Nor is Aragorn.
The risk is indeed all in Aragorn's head and possibly in the viewer's mind.
There's a fancy term for this that you've probably heard before: suspension of disbelief. We all know that it's a movie and Aragorn isn't going to die. The danger of the balrog or the orcs is entirely illusory. It looks like Aragorn is in danger, but he's really not. Part of good storytelling however is to get the audience to believe for a moment that Aragorn might die. But it's a magic trick.
You can also suspend your disbelief with an RPG too. It's just harder because it relies on verbal storytelling instead of million dollar Hollywood special effects.
McClane feels like he's in danger because you can hear the gunshots, you can see other people getting killed, and McClane himself seems afraid of death. In D&D you don't have all those visual cues and a character's fears are as good as the players put into them. But it doesn't make them different. Plenty of people are capable of suspending disbelief for RPGs.
Wrong. I want characters who are supposed to be doing something where they can die to be capable of dying.
That's the role of the combat extra cast. All the soldiers in the D-Day scene in Saving Private Ryan are not actually in the script. So whether one guy makes it to cover or not is actually uncertain. No rule says that he has to or not, and whether he dies or not, the story remains pretty much the same, because the character really doesn't matter to the story. You could cut the scene where the random soldier dives for cover and makes it or dies trying and probably nobody would notice. In fact, about the only time these guys register on the radar for the movie is if their death is memorable. Like we all remember that guy who bounced off the propeller in Titanic. But that guy isn't remotely needed to tell the story.
That removes doing something where my character has something to honestly fear and turns into something where the difference between Invulnerable Demigod and Mortal Hero is fluff text.
If you don't want that, then you don't want cinematic heroes.
You're looking to simulate reality, not film or novels.
Because I already proved to you before that McClane cannot die in Die Hard. He is at no risk.
You don't want to accept that, but I logically proved it. The story could not be Die Hard without McClane surviving. Cinematic heroes aren't at risk.
Something funny. I don't see anyone volunteeering for strictly scripted/railroaded campaigns in order to better represent literary/cinematic heroes. I'm sure there's a good reason for wanting to have the heroes kept alive by the plot without having their actions influenced or directed or compeled by it, but its still funny.
Because RPGs are a different medium that doesn't use scripts, and in fact let players make decisions for their favorite heroes to tell the story. However the goal of an RPG is still to tell a story similar to fantasy novels and movies, not to generate a list of red shirt PCs who all die in a big pile.