kill_jar
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| - | Here's an idea for controlling wanton killing and mayhem by PC's | + | =====The Kill Jar===== |
| - | It's like a "Swear Jar", only its a "Kill Jar". | + | **What is the Kill Jar** |
| - | Every time a PC kills someone | + | On the game table we place a can or jar of some sort, suitably decorated, called The Kill Jar. |
| - | At the end of the session, we count up the chips and (I don't know what yet) | + | Each time the PC's kill someone, unless in active self-defense or defense of others against enemies using deadly weapons |
| - | 1--Dragnet next time? | + | **Interpretation** |
| - | 2--Lose 1 XP this time? | + | Anytime innocent civilians are killed and PC's do not attempt to save them and could possibly do so, they count as kills for the Kill Jar. |
| - | 3--Lose draws from equipment deck? (If we do draws at end of session, this might be good) | + | Every time you kill a cop or city official, even if they are dirty and trying to kill you, it results in a chip in the kill jar. |
| - | 4--Lose | + | GM has final say and interpretation of what is considered justifiable and what not, what warrants |
| + | **Effects** | ||
| - | // I LOVE THIS // | + | At least at first, from 0-5 chips has no effect on the players, |
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| + | **The Essential Question** | ||
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| + | Kill Jar good. Is this what you'd like? Would you rather all kills go in jar and presumably the cut off numbers up? I personally like the justified/ | ||
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| + | //I like the justified/not justified dichotomy. | ||
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| + | **So, maybe each good chip negates 1 kill chip, and thus the reward system can stay the same. I l'd like it better if the good chip was something countable--maybe a "save chip" every person saved or crime thwarted. ** | ||
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| + | ** The problem then becomes if the PC'S save a bus full of kids, can they then murder 20 gangsters? | ||
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