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Over_the_Edge_Players'_Survival_Guide

Player's guide to Over the Edge rpg

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Players’ <strong>Survival</strong> <strong>Guide</strong><br />

HELPFUL HINTS<br />

to define each individual member of a team. When<br />

I think back to my favorite RP moments as a GM, a<br />

few of <strong>the</strong>m relate to big pre-planned plot events.<br />

But many more of <strong>the</strong>m are <strong>the</strong> spontaneous scenes<br />

that developed between PCs.<br />

Credibility<br />

Many players can benefit by seeking a degree of<br />

authorial detachment from <strong>the</strong>ir characters, as this<br />

essay has recommended. Don’t swing too far in this<br />

direction, though. If you forget to look through your<br />

character’s eyes at <strong>the</strong> many dangers of <strong>the</strong> <strong>Edge</strong>,<br />

you’ll be out of <strong>the</strong> frying pan and into <strong>the</strong> fire. No<br />

matter how interesting and motivated a character<br />

is, no matter how much <strong>the</strong> GM values his presence<br />

during play, <strong>the</strong> time might come when GM must<br />

suppress his benevolent instincts and let a treasured<br />

figure-head meet his doom. These are times when<br />

<strong>the</strong> GM has <strong>the</strong> choice between letting a PC die, or<br />

forsaking all believability. If she’s set up, say, a particular<br />

poison as immediately deadly and without an<br />

antidote, <strong>the</strong>re’s not much she can do if you choose<br />

to have your character swallow it. If her notes tell<br />

her how deadly it is, but none of <strong>the</strong> players know,<br />

she has room to fudge, and change her background.<br />

But anyone who walks knowingly into disaster must<br />

get his head handed to him, or <strong>the</strong> battles fought by<br />

<strong>the</strong> o<strong>the</strong>r PCs become meaningless.<br />

No player should take this advice as a recipe for<br />

invulnerability. If a series is to maintain its integrity,<br />

a knowingly reckless action must have serious, possibly<br />

permanent consequences. This is yet ano<strong>the</strong>r<br />

reason to construct quirky, modestly powered PCs<br />

instead of all-powerful champions. The latter character<br />

is much more likely to die of overconfidence<br />

than <strong>the</strong> former. Always read <strong>the</strong> cues your GM<br />

provides; she’ll post plenty of warning signs around<br />

any irrevocably fatal trap in a scenario. But you<br />

must be willing to look for <strong>the</strong>m. Characters who<br />

are too cautious rightfully earn <strong>the</strong> GM’s annoyance,<br />

but it’s just as easy to derail <strong>the</strong> plot by rushing too<br />

quickly into a situation which requires investigation<br />

and thought. The GM will not only be forced to<br />

obliterate your latest character sheet, but will have<br />

to pick up <strong>the</strong> plot pieces afterwards.<br />

One day, however, you’ll find your beloved alter<br />

ego on <strong>the</strong> brink of a situation that’s guaranteed to<br />

shuffle his mortal coil straight to Buffalo. But, because<br />

of his history, his personality, and <strong>the</strong> way you’ve<br />

played him all along, it’s a situation he can’t shirk.<br />

67<br />

The integrity of <strong>the</strong> setting demands his doom if he<br />

bursts through that warehouse window, and you<br />

know it. But <strong>the</strong> integrity of your character demands<br />

that he head on in regardless. Don’t shrink from this<br />

— destiny has given him a chance to make a great<br />

and memorable exit. This is <strong>the</strong> stuff tragedies are<br />

made of. He’ll die meaningfully, <strong>the</strong> way he lived<br />

his life. His grand finale will stand as <strong>the</strong> capping<br />

achievement of an artistic creation you and your<br />

friends will remember for a long time. Character<br />

survival, after all, isn’t everything.<br />

Inspirational<br />

Material<br />

The following sources may enrich your OTE series.<br />

My highest recommendations are marked with an<br />

asterisk.<br />

Periodicals<br />

* Alarums & Excursions. Atlas Games, Robin Laws,<br />

and I make our presence known in this apa. A&E is<br />

a monthly discussion forum for gamers and game<br />

designers around <strong>the</strong> world. For a sample copy, send<br />

$2.00 plus Book Rate postage ($1.05 as of spring ’93) to<br />

Lee Gold, 3965 Alla Road, Los Angeles, CA 90066.<br />

Arkham Asylum, Grant Morrison and Dave McKean.<br />

Eightball, by Dan Clowes, esp. "Like a Velvet Glove<br />

Cast in Iron."<br />

Heavy Metal. Not for kids. Get old back issues,<br />

if you can.<br />

* The Sun. Supermarket tabloid.<br />

“Twitch City,” from early Love and Rockets, <strong>the</strong><br />

Hernandez Bro<strong>the</strong>rs.<br />

Weekly World News. Supermarket tabloid.<br />

Books and Stories<br />

Douglas Adams’ novels, especially Dirk Gently.<br />

* D. S. Ashwander. Selected Letters. A first-hand account<br />

of a schizophrenic world view. (small press)<br />

William Blake. Songs of Experience.<br />

Jorge Luis Borges. Weird short stories.

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