A rant against so-called heroes

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Draco_Argentum
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Post by Draco_Argentum »

Ice9 wrote:So given that only the characters can be heroes, it only matters whether the characters think they can die. It's fine for the players to know that they're not risking anything, because they never are.
Nooo, RPGs are where Elennsar is a hero cause he doesn't have the guts to be a fireman or some other actual hero. Stop destroying E's only chance to be the hero he imagines himself as you mean jerk.

Does anyone know if quoting a post bypasses ignore?
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Post by virgil »

It does
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Post by Elennsar »

What does whether or not I have the guts to be an actual hero have to do with anything?

Other than Draco's desire to be insulting and mocking whenever he gets anything like an opportunity.
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Post by Parthenon »

I'm going to try a hypothetical situation here.

Imagine the cliche of the group of 1st level adventurers entering a city when they see a guy being mugged, so they try to help him. To make it simple, all the players decided to play melee types.

Now, since the DM is using this as a plot hook, he doesn't want to actually risk the PCs, so there is only the one mugger, and he fudges the initiative so that the mugger goes last. The PCs surround him and attack in turn until he collapses. The chances of any of the PCs being hurt are effectively nil.

Are the PCs heroic for stopping the mugger?

I would say yes. The PCs are not aware that the mugger has no real chance of hurting them. Before they go into the alley they don't know how many people they are fighting. They don't have experience of combat so they don't know whether they will be killed by a single blow.

The characters are taking a large risk to rescue someone. They are being heroic.

However, by your reasoning, it is just the same as fighting a mouse (a weak level 1 warrior who goes last) and thinking that they are fighting a lion (a unknown danger with a possibility of danger with little to no experience).
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Post by RandomCasualty2 »

Elennsar wrote: It does change whether or not Die Hard is "it didn't happen" or "it couldn't happen to begin with".
Die hard is Die hard.

If McClane dies, it would no longer be Die Hard.

McClane cannot die in the movie of Die Hard. It just could not happen without the story no longer being Die Hard.
Battling your own inner demons might be heroic, but its not the kind of heroic that we want Aragorn to be doing when he's fighting the uruk-hai to try and battle his way to Boromir.
As I already showed, when you're talking about a movie or a novel, there is no real possibility of death.

If Aragorn died, then it would no longer be Lord of the Rings, it would be some other story.

The perceived risk is all an illusion, because a movie is executed under highly controlled circumstances which is more controlled than real life or any RPG. There is a script and that script dictates what happens. There is a greater risk for me going to sleep tonight than there is for Aragorn. There is a non zero chance that I die in my sleep. While Aragorn will survive until the end of LotR with 100% certainty.

However, this doesn't make Aragorn unheroic, because Aragorn himself does not know that he's not at risk. To him the risk is real, because he's never actually read the script and doesn't know what's going to happen. So in his mind, this is a heroic action.

And that's what heroism is about, knowing that there's perceived risk and doing it anyway to save others.
Eliminate deadliness as a possibility and you announce that any (player) character thinking he or she is at risk of dying is delusional.
Not quite no.

Swords do kill people. Your character has seen it. He really has no reason to believe that you are immune to swords, even if you happen to be. It's like in real life, if you Elennsar, suddenly gained plot immunity by God, and no attack could kill you, there's no way you'd ever know that. And if you decided to do something dangerously heroic, it would still be heroic, because you wouldn't know that you're invulnerable. If people started shooting at you, but thanks to Divine luck, the bullets all seemed to miss, you're still going to be scared as hell. You're not going to reach the conclusion that you're unkillable. You're going to say "Damn I got lucky there..."

I wouldn't call that delusional.

Aragorn hasn't read the script and neither has your character. To them, the risk is very real.
Last edited by RandomCasualty2 on Thu Feb 19, 2009 9:51 am, edited 2 times in total.
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Post by Elennsar »

It's like in real life, if you Elennsar, suddenly gained plot immunity by God, and no attack could kill you, there's no way you'd ever know that. And if you decided to do something dangerously heroic, it would still be heroic, because you wouldn't know that you're invulnerable. If people started shooting at you, but thanks to Divine luck, the bullets all seemed to miss, you're still going to be scared as hell. You're not going to reach the conclusion that you're unkillable. You're going to say "Damn I got lucky there..."

I wouldn't call that delusional.

Aragorn hasn't read the script and neither has your character. To them, the risk is very real.
No, it wouldn't be heroic. It would be me facing a nonexistant threat that I believed was real.

Unless you want to get into the courage of fighting my inner demons, that is not brave.

Facing risk that is all in your head is not facing an actual life threatening challenge. It is fighting a halucination.

Since the book or movie can only present one outcome, the burden rests on the novelist for the characters to be facing something that is capable of generating a "can kill them" outcome - its just the characters can generate the "can avoid being killed" and that happens to be the case.

Otherwise, you have a boring invincible hero whether they're scarred shitless (or spitless) or think they're invulnerable (which people have felt for worse reason than never being hit. Never heard the quote "They couldn't hit an elephant at this dist..."?).
Last edited by Elennsar on Thu Feb 19, 2009 10:01 am, edited 2 times in total.
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Post by RandomCasualty2 »

Elennsar wrote: No, it wouldn't be heroic. It would be me facing a nonexistant threat that I believed was real.

Unless you want to get into the courage of fighting my inner demons, that is not brave.

Facing risk that is all in your head is not facing an actual life threatening challenge.
Okay... so let me get this straight.

A husband and wife are walking home in a dark alley. A mugger emerges and draws a gun on them. The mugger proceeds to point the gun at the wife and pulls the trigger. The husband dives in front of the wife, taking a bullet to protect her.

It turns out that the mugger's gun just had dud bullets and there was no real danger, but neither the husband, the wife, nor the mugger knew the bullets wouldn't fire.

You would say that the act of diving in front of the bullet wasn't heroic?
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Post by Elennsar »

As a one time incident? I wouldn't mind calling that heroic.

When every goddamn idiot shooting at you is firing blanks or missing?

You're not in actual risk and thinking you are is delusional.

Simply percieving there to be risk does not make it heroic.
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Post by Parthenon »

Okay, so you've slightly ignored my example. Fair enough, you've said that you are mostly concerned with risks and actions over a period, not one offs.

But how about this:
The princess has been captured by evil goblins, and taken to a dungeon somewhere. (in game)

Since the DM wants the players to win, he's decided to have all the encounters have an EL of 1 lower than the party level, use sub-optimal tactics and possibly fudge rolls. (metagame)
In effect, the PCs cannot lose. The overwhelming probability is that they will walk over any opposition.

Your thinking is that the PCs aren't brave or heroic because of this, right? You are focusing on the metagame aspects.

Whereas I would say that in the cooperative story they are heroic, because they are fighting against a large number of goblins who could easily kill them if they aren't careful and fight well in order to save the princess. I'm focusing on the in game aspects.

It seems to me that your basic problem is that you can't separate player and PC knowledge, and you won't make the necessary mental adjustments to make the PCs fit into the setting. In short, you aren't roleplaying very well and are metagaming.

I mean, your insistence that only the objective reality of the rules and probabilities matters is retarded. Its like having read the monster manuals and so having PCs automatically adjust to enemies and automatically use the best tactics whether or not anyone in the party would recognise them.

And saying that over time the characters will realise that goblins can't hurt them is also retarded. They will still get hit, and they will get hurt by their wounds. Pain, bleeding etc. And if they can be hurt, then there is the chance they can get killed.
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Post by JonSetanta »

What is this I don't even
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Post by Psychic Robot »

This is seriously one of the stupidest fucking arguments I've ever read.
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Post by JonSetanta »

Psychic Robot wrote:This is seriously one of the stupidest fucking arguments I've ever read.
No. I've seen worse here. No names will be dropped.

This is by far one of the most unusual though.
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Post by Username17 »

Psychic Robot wrote:This is seriously one of the stupidest fucking arguments I've ever read.
Don't you understand!?

Firefighters are not heroic, because they have the training and equipment to go into burning buildings to save people with little risk of personally dying in the process. And that's why firefighters going into burning buildings to save people is such a let down and totally uninteresting. Indeed, they might as well not even do it, because as we know real heroism is jackasses off the street with no training, knowledge, or equipment running into exploding meth labs to try to rescue their stash.

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Post by violence in the media »

Don't forget EMTs. Those guys are even less heroic than firefighters, as they have an even smaller risk of dying while saving people's lives.
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Post by MartinHarper »

Ice9 wrote:It's fine for the players to know that they're not risking anything, because they never are.
For players who want to risk things in their RPGs, I offer a play-by-email DMing service where every time their character dies, they pay me a thousand dollars. If Elennsar craves bodily risk rather than financial risk, I'm sure there are other Denners who would be happy to shoot him in the head instead of the wallet.
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Post by Fuchs »

That reminds me of an old argument on EN World about whether or not D&D without character death was still D&D.
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Post by virgil »

Someone mentioned at one point that Elennsar sounds much more intelligent on ignore, it's like seeing Mark Twain's quote in action ("Better to never open your mouth and allow people to think you the fool...").

On topic, the real heroes...Alaskan King Crab Fishermen!
Last edited by virgil on Thu Feb 19, 2009 7:34 pm, edited 1 time in total.
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Post by RandomCasualty2 »

Elennsar wrote:As a one time incident? I wouldn't mind calling that heroic.
Ok.
Simply percieving there to be risk does not make it heroic.
But you just said you'd call the aforementioned incident heroic, when there was clearly no risk since the mugger's bullets were just duds.

Here's another question. Which of the following would you say is more heroic.

#1: The first scenario I said with the husband and wife where the husband tries to block the bullet, only the bullets are duds and don't go off.

#2: A similar scenario, only this time the bullets are real, but the husband was told that the whole situation was a set up, where the robber was some actor that was in place for him to intimidate and look like a tough guy. Only things got messed up and the robber is in fact real and has a very real and working gun. The husband intimidates him, thinking that it's just an actor and that he's at no real risk, and the robber opts not to kill him, fleeing into the night, never knowing how close he came to dying.

Honestly are you going to call #2 more heroic than #1 because there was more danger involved?
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Post by Maj »

Screw this... People are repeating what I said three and four pages back (in addition to themselves). At this point, I'm just going to say it: Elennsar, your definition of "hero" sucks. You are a death scene junkie, and I am not interested in playing your idea of an RPG.
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Post by Roy »

Maj wrote:Screw this... People are repeating what I said three and four pages back (in addition to themselves). At this point, I'm just going to say it: Elennsar, your definition of "hero" sucks. You are a death scene junkie, and I am not interested in playing your idea of an RPG.
Plus Fucking One. *offers cookie*
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Post by RandomCasualty2 »

Maj wrote:Screw this... People are repeating what I said three and four pages back (in addition to themselves). At this point, I'm just going to say it: Elennsar, your definition of "hero" sucks. You are a death scene junkie, and I am not interested in playing your idea of an RPG.
Yeah, Elennsar isn't interested in simulating cinematic or literary heroes at all. He basically wants a complete simulation of reality, where people who do dangerous things eventually die.

Really as I told him before, Riddle of Steel is the RPG for him. It's the game where combat is realistic and brutal. You get stabbed with a sword, you get fucked up. That seems to be what he wants.

Because he doesn't want John McClanes or Luke Skywalkers. He wants people to play Star Trek red shirts or a miscellaneous background soldier in Saving Private Ryan that isn't even mentioned in the script.
Last edited by RandomCasualty2 on Thu Feb 19, 2009 9:28 pm, edited 2 times in total.
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Post by Elennsar »

Your thinking is that the PCs aren't brave or heroic because of this, right? You are focusing on the metagame aspects.

Whereas I would say that in the cooperative story they are heroic, because they are fighting against a large number of goblins who could easily kill them if they aren't careful and fight well in order to save the princess. I'm focusing on the in game aspects.
And if the mechanics support this, then yes, they are heroic. If the PCs can be careless and clumsy - then no.
And saying that over time the characters will realise that goblins can't hurt them is also retarded. They will still get hit, and they will get hurt by their wounds. Pain, bleeding etc. And if they can be hurt, then there is the chance they can get killed.
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.
Firefighters are not heroic, because they have the training and equipment to go into burning buildings to save people with little risk of personally dying in the process. And that's why firefighters going into burning buildings to save people is such a let down and totally uninteresting.
Honestly are you going to call #2 more heroic than #1 because there was more danger involved?
In the sense of overcoming danger! YES!

In the sense of being willing to risk his life (the noble aspect)? NO.
Screw this... People are repeating what I said three and four pages back (in addition to themselves). At this point, I'm just going to say it: Elennsar, your definition of "hero" sucks. You are a death scene junkie, and I am not interested in playing your idea of an RPG.
Yeah, Elennsar isn't interested in simulating cinematic or literary heroes at all. He basically wants a complete simulation of reality, where people who do dangerous things eventually die.
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.
Because he doesn't want John McClanes or Luke Skywalkers. He wants people to play Star Trek red shirts or a miscellaneous background soldier in Saving Private Ryan that isn't even mentioned in the script.
Wrong. I want characters who are supposed to be doing something where they can die to be capable of dying.

If they manage to avoid dying, great! Not everyone (or even a majority) of the people involved in this (historically) http://www.youtube.com/watch?v=-iT0Hmu5bXY died or was wounded.

But apparently, you want to have your character having a squad of guardian angels so that no bullet EVER can be fatal and they NEVER have anything to fear except their imagination.

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.

Fuck. That.


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.
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Post by Count Arioch the 28th »

Maj wrote:Screw this... People are repeating what I said three and four pages back (in addition to themselves). At this point, I'm just going to say it: Elennsar, your definition of "hero" sucks. You are a death scene junkie, and I am not interested in playing your idea of an RPG.
Maj, you don't get the genius of Elennsar.

You see, Elennsar is the smartest person in the world. Everything he says is right. If you don't agree with him, it's because you don't understand him. Therefore, he will keep chanting his ideas without variation because the fact that you didn't agree with him means you don't understand.
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Post by RandomCasualty2 »

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.
Last edited by RandomCasualty2 on Fri Feb 20, 2009 12:27 am, edited 2 times in total.
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Post by Elennsar »

If that was meant as a joke, you win the funniest-thing-I've-read-today award.

If that was meant seriously, you're entirely mistaken.
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.
Because you don't want to actually be a hero - you want to look like a hero while actually being perfectly safe.
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."
And of course, the only reason for Luke to do it is because its perfectly safe and - wait, what? Why does Luke fight Vader again? As I recall, it wasn't because in terms of getting rid of him, blowing him up on the Death Star was a bad idea.
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?
The guy who believes he can be hurt -who is actually in danger of being hurt- is more heroic than either of them.

Because that guy is facing an actual obstacle -and- willing to confront it.

Neither of the other two quite measure up - I'd prefer the latter, but I'd prefer #3 even more.
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.
Then McClane feeling he's in danger is purely delusional and is not actually defying death in any way shape or form - no kudos for being brave for him (besides the inner demons thing).
That's the role of the combat extra cast.
Borrrrringgggggggg.
If you don't want that, then you don't want cinematic heroes.

You're looking to simulate reality, not film or novels.
No, I'm looking to simulate that if Aragorn is supposed to find ten orcs threatening, that ten orcs ARE threatening.
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.
What you proved is that McClane survived - not that we couldn't tell the exact same story with an actual possibility of death that McClane happened to overcome instead of never had to face to begin with.
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.
Obviously, it is impossible to play something where there's a real risk of death and yet the characters overcome that and don't die.

Seriously, I'm not joking - play Sword of the Samurai. That game gives an excellent situtation of "Can die" in its fights (both duels and the one on many) that can be overcome.

Having a fantasy RPG tell us that Aragorn finds ten orcs threatening even though they're incapable of hurting him whatever he does is boring and unbelievable. Having Aragorn be able to, if he can avoid being hit (which is pretty damn likely but not a given), take on all ten orcs even though they could kill him is awesome - but not him being invulnerable to the orcs.
Last edited by Elennsar on Fri Feb 20, 2009 12:34 am, edited 2 times in total.
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