Tag: hero

RPG-ology #3: History of Hit Points

This is RPG-ology #3: History of Hit Points, for February 2018.


Some time ago the Christian Gamers Guild republished the excellent article by Charles Franklin, Hitting Them Where It Hurts. Charles Franklin is the nom de plume of a marine who testifies as an expert witness on issues like that, and a long-time gamer. He was not the first to take issue with the notion of “hit points” as a determinant of character survival, but his was the first effort I saw to address it based on real-world combat statistics (back when it was originally published in 1999 in The Way, the Truth, and the Dice). Since that time many systems have devised ways of dealing with damage and death that avoid some of the criticism of hit points, but it is still a popular mechanic used in many games and adopted to computer and console role playing games (properly “CRPGs” but frequently confused as “RPGs”).

The criticism is that it is unrealistic: people do not take so much damage and then die. Some people are killed sometimes instantly by a single hit to a vital organ; others are riddled with bullets or cuts and stabs and bruises but continue fighting or make incredible escapes. The notion that a character can look at the weapon in the hand of an attacker and think, that can’t possibly kill me without him getting several lucky strikes is really not consistent with the reality of mortal combat. It’s only a knife, but in the spleen it will be fatal, and in the jugular very quickly so. Hit points do not represent that at all. Everybody knows it—and indeed, everyone has always known it. So why do we use them?

Part of it is the history of the game. Read more

Experience Talks: Good Campaigns

Now that we have good players, heroes, and villains, we have to put them to work. A campaign is an ongoing series of adventures in a game world, made up of several ingredients. First, the campaign’s premise must be sound. Good campaigns are consistent with the world you adventure in and have clear and worthy objectives. A good campaign is built from a good premise. “What if” questions are good starting points for finding a good premise. What if aliens secretly contacted Earth governments during the Wild West era? What if superheroes were all created by a single time-traveler? What if the barriers between dimensions begin to break down? Take the basic premise, and follow it through in as much detail as desired. Read more