Lethality

I will kill characters.

You have safety-nets. You have your destiny points, and it is relatively difficult to get someone into the critical range where they can die. You have teammates and soak and many, many chances. But, all that said…

I will kill characters.

Now, don’t get me wrong. I am not the kind of GM who is out to get his players. I’m not against you. We’re working on the same side to tell a story. We’re all part of the same team as far as I’m concerned. However, monsters have strategies, enemies have knowledge, and they will use these against you. I’m not going to force my antagonists to act contrary to logic to protect you because that’s not fair to you as players. I’m not going to cheat and alter my die rolls because that’s not fair to you as players. The dice will fall where the dice will fall, and sometimes characters die. I don’t want to see it happen any more than you do, but when I see an opportunity that a monster would take – like a Coup De Grace, or a trap, or a downed opponent clinging to consciousness – you can bet I will have them take it.

Now, not all monsters use the same tactics, and not all bad-guys have the same goal in combat. It varies. Don’t rely on one strategy you know I follow because it may change.

It’s just something to keep in mind. In this game, characters may die. Don’t flip a table and rage quit if this happens. Take it in stride, and enjoy the session until we’re able to get you playing again which will be as soon as possible, I promise.

It should be noted that my tendency to not pull punches will also extend to roleplay. This campaign is going to be mean. You may have some pretty vicious enemies out there. I may be a jerk.

Death sucks, just like having the roleplay rug pulled out from under you. If stuff like that happens, I’ll try to make it epic, but it will still suck. But now you know. This is a lethal campaign. Tread lightly. Be cautious. Use your head. Survive.

Lethality

Edge of Empire: From Crime to Consequence Misamore