Tolerance and PC Death



= I.                    When is PC death appropriate? =             There are situations that make sense for PC death, but PC death is an end to a character's story, and if a player has put a great deal of work and creativity into character development, that is an important event. PC death should never happen without serious consideration over time, and no PC should be allowed to kill another without a valid reason. A single insult, or the intended attacker being bored in no way constitute sufficient reason for a PC murder.

            That said, there are valid reasons for character death. Diablerie, being exposed as Brood or VII, or even actions that are unacceptable to another PC that could not be corrected through any other means. How much tolerance is expected before other PC's finally decide to kill the offensive character, though? An evening? A few minutes? A few months?

            That decision is best made on a VSS-by-VSS basis. Some games view PC death as an ever-present danger, keeping characters on their toes and exceedingly polite lest they die for a misspoken word. Others allow tolerance, then social corrections (e.g., Boons, Status), then mystical effects (e.g., Blood Bonds, Dominate), and only if all those fail do they undertake PC death. Each VSS should rate this tolerance on a 1-10 scale, with "1" meaning that a wrong word can kill without further notice, and "10" meaning that the player of that game will attempt all other corrective measures first before going to PC death. The VST is authorized to support that rating, and to advise visitors that they should be very cautious in the first case, and that PC kills will not be allowed without trying all other corrective measures in the second case.

            Most games in the US will likely settle in at about a 6, using a degree of tolerance, but not an infinite amount of patience. Games in the 1-3 range generally have a reputation like the Wild West- dangerous places where people go armed or regret it. Games in the 8-10 range generally have a reputation of being sedate, quiet, perhaps even boring places where moves of the Danse are so subtle as to be almost invisible, glacial in their pace. The higher the rating of the game, the more likely for there to be one or more prominent Elysia, as well, given the relationship of that tradition to nonviolent means of settling issues. Regardless of what level you choose for your game, the players offer their input to the VST, who then revises the VSS according to the shared view and play style of the game created by both the players and the Storytellers. This allows players to both play the type of game they enjoy, and to advise visitors of a game's style regarding this very important issue.