Thrudjelmer Wrote:
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> I think different issues of What If? in the past
> have shown differing levels of lethality.
> Generalizing the whole of What If? with special
> rules to make surviving harder may not be needed,
> but think about it as choosing to play a video
> game on challenge level... Its harder, and there
> may be some reward to surviving scenarios
> presented as being more lethal than a standard
> game.
Most of the especially grim and angsty what-ifs have been from the last 15 years, as they stopped showing almost completely what-ifs where things went better (the rarity of the second what-if dealing with the Ghost Rider/Spider-Man/Hulk/Wolverine FF making it quite the stand-out). They also managed downer ending versions when people actually survived rather than died in the main series (Spider-Man leaping to save Gwen Stacy left not just her alive but Osborne, who ended up with a change of heart but forgot to recover the information on Spider-man's secret ID to JJJ resulting in JJJ showing up with the police at Spider-man's wedding to Gwen insisting on his arrest so while people who'd died didn't it still went poorly).
> If a GM and players decide to go this route, then
> the rule ideas presented by SecretDefender are one
> way to go. Personally, I would offer some kind of
> bonus when running a game like that. Assuming
> that the What If? world in question is a one-shot
> adventure good for a night or two of game play, I
> might tell players that any (or at least a portion
> of the) Karma they have left over at the end of
> the game can be forwarded on to the next character
> they play in the next game. Higher risk, in my
> opinion, should yield higher reward.
>
> Mind you, I don't and probably won't ever use
> those rules in my game. If someone else in my
> group proposed it, I wouldn't be adverse to it
> under certain conditions. Of course, I look at
> all gaming that my group does as one big,
> perpetual What If? since we don't adhere to the
> comics stories with our own adventures. What's
> the "What If?" I've been asked. "That's easy,"
> I'd say, "What if your characters were part of the
> Marvel Universe? And the games we have tell the
> story of it, of how things go differently."
That's really how all games operate, they don't have the plot armor and protections for the central characters (i.e. the PC) that exist in the comics and can die if things go bad enough.
> But ultimately, to each their own. "I don't see a
> need for it," is --to me-- an incomplete sentence.
> It should read, "I don't see a need for it in my
> game." What other people need and what you or me
> or anyone else need is not necessarily going to
> end up being the same. Some need more challenge,
> and making death more probable by changing how
> Karma can be spent is one way to provide that
> challenge. Its not wrong, it may be that its just
> wrong for some people.
No it's fine as it is, if you don't see a need for something you don't see a need for it. There's nothing wrong with going 'I don't see why you think you need that', maybe they try it without it and it works or maybe they try it and it doesn't or they just shrug and go 'well we just do' and continue on. Not like anyone should have issues with that since there are a variety of different options for just about everything and you aren't going to go along without running across people who see it differently.
"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."
-- Peter David
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