Post by Cesario Giovanni on Oct 27, 2016 22:42:49 GMT -8
We as staff have decided to release this information to the public. It is better for the game, and the players, that they have an accurate understanding of what happened. To be clear, this is in regards to the death of a character whose player was not present.
The inciting event happened on October 15th-16th. The character who died and their company staked another character and brought them back to their haven with the plan to release the captive character in a few days. Unfortunately, the player of the captor character left game early. Not long after they left, characters at the game attempted to contact the captive but were unsuccessful - and therefore started to look for them. Because the captor had left, and their character was with the captive, we were unable to resolve the rescue at game. Several players indicated at game that they were actively trying to rescue them, and declared an active pursuit of the captor.
We had an ST meeting the next day to discuss everything, and a few things came to light. First, one of the captor’s company had successfully searched the captive for tracking devices and would have located their phone. And second, the staking challenge for the captive would not have been successful. The individual who staked the captive did not have any dots in melee which means that it would have been a difficulty 10 instead of a difficulty 9 to stake them. No tens were rolled. At this time we opted to place the scene on hold while we gathered additional information, and worked through the issues. HST Nicole sent an email the next day stating that the scene was on hold, and that she would attempt to resolve it before next game.
At that point we sent out several emails to different people attempting to clarify information, and work towards resolving the scene and rescue attempt in as expedient a manner as possible. Unfortunately, not all requests for information were responded to. Staff received no responses after Wednesday. Which means the scene was not resolved before game, leaving several players at game in a time freeze unable to play. Every player involved in the scene was informed via e-mail by staff that if the scene was not resolved mid-week, it was possible that staff would resolve it at game.
We had hoped that as many people involved in the scene as possible would be in attendance, but unfortunately none of the players involved in keeping the captive hostage were. It was decided that since none of the players involved in holding onto the captive were in attendance, that their characters were not in attendance. A valid, IG reason as to why they were not there was provided by HST Nicole.
Because the staking of the captive would not have been successful, we ruled that the captive was not staked and was simply pretending to go into torpor. The sheet of every character involved was taken into account when the decision was made.
A scene was run for the captive to be able to break free, done by HST Nicole. A card was spent for one of the rolls in that scene. AST Erik ran another scene involving the captive walking around the haven trying to find people and the group attempting rescue to break down the door. The Haven’s Security rating was taken into account during all scenes.
After this, a Rare “Ask A Storyteller” card was played with the question “Where is [The Captor]?”. An accurate answer was provided, and Staff conferred about continuing the scene. Since active pursuit had been declared the previous week, we felt that continuing the scene made the most sense.
They arrived in Renton at the building, entered and went upstairs. They made a lot of noise, alerting the people inside the building that they were there. At this point HST Nicole started counting down the rounds to the captor and company’s fair escape. Just before the final round of the captor being in the building, their opponents entered the room and engaged them. Since had the captor had time to prep, they had activated their usual powers. Staff ran the sheets of the captor and company as accurately as possible.
Of those 7 characters present, all but one of them declared that they were attacking the captor. At this point due to buffs the captor had 20 dice to their pool for parry. One of the attackers spent a willpower, and rolled to overcome Majesty. They were successful. They attacked the captor, and a botch card was played on the parry attempt, so they were unsuccessful in parrying the blow. At this point, due to buffs and armor, the captor had 16 dice to soak. The dice were not in their favor and they rolled 4 successes which was reduced to a single success by 3 ones. They took 7 points of damage. Another attacker spent a willpower, and made a roll to overcome Majesty. They attacked, doing 4 points of bashing damage after soak, which was halved down to 2. The third person who attacked him spent a willpower, made a roll to overcome Majesty, and dealt the killing blow.
We as staff do not enjoy the concept of killing a character when the player is not at game. But with the limited options we had available to us, we felt that continuing the narrative was best. It is a difficult choice, and one that was not made lightly, by staff. These things are not pleasant for anyone involved.
Please feel free to ask privately for more clarifying information, if you have questions, but understand that specific names are omitted to protect players from accidentally metagaming, and to protect every single player involved, and any additional information may not be able to be revealed.
The inciting event happened on October 15th-16th. The character who died and their company staked another character and brought them back to their haven with the plan to release the captive character in a few days. Unfortunately, the player of the captor character left game early. Not long after they left, characters at the game attempted to contact the captive but were unsuccessful - and therefore started to look for them. Because the captor had left, and their character was with the captive, we were unable to resolve the rescue at game. Several players indicated at game that they were actively trying to rescue them, and declared an active pursuit of the captor.
We had an ST meeting the next day to discuss everything, and a few things came to light. First, one of the captor’s company had successfully searched the captive for tracking devices and would have located their phone. And second, the staking challenge for the captive would not have been successful. The individual who staked the captive did not have any dots in melee which means that it would have been a difficulty 10 instead of a difficulty 9 to stake them. No tens were rolled. At this time we opted to place the scene on hold while we gathered additional information, and worked through the issues. HST Nicole sent an email the next day stating that the scene was on hold, and that she would attempt to resolve it before next game.
At that point we sent out several emails to different people attempting to clarify information, and work towards resolving the scene and rescue attempt in as expedient a manner as possible. Unfortunately, not all requests for information were responded to. Staff received no responses after Wednesday. Which means the scene was not resolved before game, leaving several players at game in a time freeze unable to play. Every player involved in the scene was informed via e-mail by staff that if the scene was not resolved mid-week, it was possible that staff would resolve it at game.
We had hoped that as many people involved in the scene as possible would be in attendance, but unfortunately none of the players involved in keeping the captive hostage were. It was decided that since none of the players involved in holding onto the captive were in attendance, that their characters were not in attendance. A valid, IG reason as to why they were not there was provided by HST Nicole.
Because the staking of the captive would not have been successful, we ruled that the captive was not staked and was simply pretending to go into torpor. The sheet of every character involved was taken into account when the decision was made.
A scene was run for the captive to be able to break free, done by HST Nicole. A card was spent for one of the rolls in that scene. AST Erik ran another scene involving the captive walking around the haven trying to find people and the group attempting rescue to break down the door. The Haven’s Security rating was taken into account during all scenes.
After this, a Rare “Ask A Storyteller” card was played with the question “Where is [The Captor]?”. An accurate answer was provided, and Staff conferred about continuing the scene. Since active pursuit had been declared the previous week, we felt that continuing the scene made the most sense.
They arrived in Renton at the building, entered and went upstairs. They made a lot of noise, alerting the people inside the building that they were there. At this point HST Nicole started counting down the rounds to the captor and company’s fair escape. Just before the final round of the captor being in the building, their opponents entered the room and engaged them. Since had the captor had time to prep, they had activated their usual powers. Staff ran the sheets of the captor and company as accurately as possible.
Of those 7 characters present, all but one of them declared that they were attacking the captor. At this point due to buffs the captor had 20 dice to their pool for parry. One of the attackers spent a willpower, and rolled to overcome Majesty. They were successful. They attacked the captor, and a botch card was played on the parry attempt, so they were unsuccessful in parrying the blow. At this point, due to buffs and armor, the captor had 16 dice to soak. The dice were not in their favor and they rolled 4 successes which was reduced to a single success by 3 ones. They took 7 points of damage. Another attacker spent a willpower, and made a roll to overcome Majesty. They attacked, doing 4 points of bashing damage after soak, which was halved down to 2. The third person who attacked him spent a willpower, made a roll to overcome Majesty, and dealt the killing blow.
We as staff do not enjoy the concept of killing a character when the player is not at game. But with the limited options we had available to us, we felt that continuing the narrative was best. It is a difficult choice, and one that was not made lightly, by staff. These things are not pleasant for anyone involved.
Please feel free to ask privately for more clarifying information, if you have questions, but understand that specific names are omitted to protect players from accidentally metagaming, and to protect every single player involved, and any additional information may not be able to be revealed.