climbing mountains

From: Colin Watson (watson@computing-science.aberdeen.ac.uk)
Date: Fri 26 Nov 1993 - 17:10:36 EET




scn/G=Neil/I=A/S=Harold wrote:
>I'm not an expert on climbing, having only started last April,
>but I certainly find that a *proper* climb with a rope,etc. will
>not be that far: unfortunately, 10m is not unrealistic, or am I
>just that bad :-(

Damn, I hoped you would say you got further than that. :-) (But thanks for the info anyway.)
I never cease to be impressed by the free-climbers I see on TV. Granted, they're climbing warm, dry desert cliffs rather than cold, icy mountains; but to me their fumble-ratio seems much less than 1%... (Are they HeroQuesting or what?:-)



Henk:
I liked your idea for abstracting climb chances for long ascents. Would you care to put a figure on how far "normal progress" should be?

Geoff Gunner wrote (about deadly climbs):
>But Colin; if you make it perfectly clear to them that they're in bad trouble
>if they go on, and they persist, then let them die. If you don't, won't they
>always do the same whenever a similar situation occurs, relying on you letting
>them off the hook ? As Allan implied, it's stupidity that kills.

Absolutely. But in an RPG you always have a trade-off between Realism & Heroism. The important part of what you said above is the bit about making the situation "perfectly clear" to the players. The warning signs to the players have to be clear and yet subtle. Unsubtle warnings destroy the atmosphere of the game:
eg.
 My GM tempers his games with a degree of realism. Consequently, when his plot  requires us to climb a mountain we approach the task with a certain amount  of trepidation:
 "Get real," we say, "We only have bronze-age equipment; we don't even know   what's up there; and besides that, we're not very good at climbing!".  What's the GM supposed to say?
 "Don't worry lads, the plot requires that you climb the mountain so I'll   go easy on you *this time*." ??

But subtle warnings can be misinterpreted: eg.
 When the GM emphasises the howling gales; bitter cold; driving snow etc. is  he just building atmosphere or is he intimating: "You're all gonna die if  you persist". ?

The question boils down to: How much heroism (stupidity) do you let the players away with?
In my case the answer is: Quite a lot.
If the players read the subtle warnings wrongly then I'd rather let them off lightly than clout them with an unsubtle directive. I'd give them fatigue penalties; maybe loss of a HP or so; but I wouldn't kill 'em outright (although the next monster they meet might). That's just how I like to run things...



Nick Brooke says:
>CW> Mountaineering with bronze-age equipment seems close to madness IMHO.
>
>Seconded. Though I belong to the Robert E Howard school of plausibility...

You and me both.
(I've always fancied running some Hyborian RQ. Has anyone tried it?)

___
CW.



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