22 August 2012

hit point theory and reality

One of the major differences between real life and gaming is the presence of "hit points" in the gaming world. Hit Points (or HP) represent the amount of "vitality" that a PC has within a game (whether that is table top or video). Most often, in gaming terms, a character's hit points increase as they level up ... Operating that a person becomes "stronger" or "more vital" as they gain experience. This is, of course, not quite what happens in the real world.
As we age, our vitality does increase - a healthy adult is able to do more and undergo more stress/damage than a child does. This is a natural progression that has little to do with experience -my genetic disposition, certain actions, and specific life choices will determine what my vitality is ... and how many HP I have. Speaking from experience, in D20M terms, I am definitely closer to a Smart or Dedicated hero type - I can hold up well, but I am definitely not physically "tough" enough to take a lot of serious damage. I am average.
This is, of course, not the same for any game played with "experience points" - as your character will inevitably fight bigger, stronger, more fierce "bad guys" as the game progresses. To keep up with the game progression, the hero/heroes become stronger and "more vital" as their HP increase with each level gained. It is an interesting dynamic that is featured in all of the common games - RPG, FPS, Third person (Assassin's Creed series), and tabletop.
It is that exact reason that causes me to buck convention and limit my PC's hit points in the upcoming Walking Dead game. The series (TV and comic) are set in a similar reality to the world we live in - a sort of "it could happen to you" glimpse at reality. What's more, there are limited ways that the characters can improve themselves ... sure, Andrea becomes a sharpshooter with practice, Michonne picked up a katana and taught herself how to use a blade effectively, and even Carl learned to shoot properly and accurately. However, none of the characters gain "life" or vitality from their experiences through 101 issues. They survive (fortitude, not life), adapt, and heal (many times over) - but a character like Glenn doesn't become able to take more damage inflicted upon him by someone.
This is one area of great importance I have taken into my game. My PC's are capped out at second level hit points ... because their "enemies" aren't going to progress. They are facing Roamers and Lurkers - not some 20th level behemoth of Sephiroth proportions, with 200 HP to spare. At worst, they will face numbers and likely other humans who may not be so nice ... just look at the Governor or Negan. With limited healing and even more limited HP, I hope to put a little fear of 'god' in my PCs, without driving them away from the table ... after all, sometimes it's better to climb up a building and run, than it is to face down 2 dozen walkers with only a Beretta 9mm and a machete ...

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