Monday, August 29, 2022

Death Spirals

Some random thoughts on Death Spirals. I've not had a lot of experience of Death Spirals, in fact I can't pinpoint an actual RPG game where I suffered from a death spiral. I just have this vague memory of running into it back in the 90s. I've slapped myself a couple of times trying to figure out what game it was. Maybe it was RuneQuest, Stormbringer, or even Space Master, I can't remember!  I've also ran into Death Spirals in Wargames where one unit crumples, and the one next to it is weakened by that, until eventually the whole line starts running.

Anyway, the point is Death Spirals suck. You take an injury or setback, and that causes you to suffer more, and then "more" begets "even more" until you stand no chance and the odds are so stacked against your character it just dies. Sucks.

What is the purpose of the mechanically induced Death Spiral? The obvious answer is to make the player realise they are overmatched and encourage them to withdraw. Yet going into a Death Spiral indicates that the mechanic is failing, the player hasn't taken the hint. So how can you encourage the player to have their character run away?

Hit Points does this in a very simple way. The player tracks hit points and realises the number is rapidly falling. If they take the hint, they withdraw.

Attack Penalty works in a similar way. As the character takes damage they suffer increasing penalties when trying to attack. Such as -1 at half hit points, -2 at quarter hit points. If they take the hint, they withdraw.

There's the issue, it always needs the player to take the hint. If the player doesn't take the hint what can you do? I suppose you might be able to add a personal morale mechanism that forces the player to withdraw. Thus as the character takes damage it has to make a morale check in order to remain in the fight, with each damage the morale check gets more difficult. The result though would be pretty un-fun. the players agency for their character would effectively be gone. The excitement of risk vs reward would be gone too.

So what's the answer?

Perhaps there's is a perfect mechanism, but the nearest I can come up with to ask the DM to keep watch on over enthusiastic players and at least point out to them the risks they are taking. Anything else seems to be taking something away from the player. If you have any ideas, please comment below I'd love to read 'em.



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