tag:blogger.com,1999:blog-7595338287962170566.post2063792602154967651..comments2023-07-31T08:12:49.095-07:00Comments on TAG Sessions: Health and Health LevelsTobiehttp://www.blogger.com/profile/14492998146251500460noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7595338287962170566.post-83661659854059363092013-03-06T04:25:30.926-08:002013-03-06T04:25:30.926-08:00Quite true. Admittedly, for me a large part remai...Quite true. Admittedly, for me a large part remains in the hands of the genre and drama expected.<br /><br />For example, I can imagine an attack tearing away at one's stomach, causing ones intestines to spill out.<br /><br />In a modern horror game, with players being humans caught in supernatural events, that guy probably will die very soon.<br /><br />In an over-the-top wuxia game, however, that same victim would probably still keep fighting, use his intestines as weapons even, and possibly still win the battle.<br /><br />So ultimately, while the Players can narrate a lot of things, I still, as the GM, rule things out to match the expected and agreed upon genre whenever deemed necessary.Tobiehttps://www.blogger.com/profile/14492998146251500460noreply@blogger.comtag:blogger.com,1999:blog-7595338287962170566.post-27636836561750948232013-02-28T13:11:48.179-08:002013-02-28T13:11:48.179-08:00Hey, thanks for your comment over on G+. I think I...Hey, thanks for your comment over on G+. I think I agree with you that some systems don't necessarily intend hit points to be directly reflective of actual damage taken, and trying to understand them that way isn't very productive. Better to focus on the drama of the situation and just have fun.<br /><br />I think part of the issue is how much control you want to have. In some games, the fight is abstracted enough that it's really the dice and GM fiat that decide what your character actually did. The action is "I attack" and the actual specifics of the attack itself are up to the GM's imagination. "Oh, I did a double-spin slashing move? Cool." In others, it's all narration, so the player gets to describe it all. If they want to do a double-spin slashing move, they just do it. Maybe dice are rolled to decide how much damage the move does, or maybe some kind of metagame currency is used to decide how successful the action is. <br /><br />I lean towards the latter. As a player, I imagine myself in the character's shoes, raising his sword and hitting his foe in a specific location--or trying to. I want that decision to be up to me, not chance or GM fiat. And I want to know, if the hit succeeded, what exactly it did. As in, torn muscle, broken bone, etc. -- not just 7 hp.Benhttps://www.blogger.com/profile/12182579211549382453noreply@blogger.com