kill_jar
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kill_jar [2016/11/22 13:01] – dave | kill_jar [2018/03/04 13:23] (current) – external edit 127.0.0.1 | ||
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**What is the Kill Jar** | **What is the Kill Jar** | ||
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On the game table we place a can or jar of some sort, suitably decorated, called The Kill Jar. | On the game table we place a can or jar of some sort, suitably decorated, called The Kill Jar. | ||
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Anytime innocent civilians are killed and PC's do not attempt to save them and could possibly do so, they count as kills for the Kill Jar. | Anytime innocent civilians are killed and PC's do not attempt to save them and could possibly do so, they count as kills for the Kill Jar. | ||
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+ | Every time you kill a cop or city official, even if they are dirty and trying to kill you, it results in a chip in the kill jar. | ||
GM has final say and interpretation of what is considered justifiable and what not, what warrants a kill jar chip. If a player argues, an extra chip is immediately added to the jar. | GM has final say and interpretation of what is considered justifiable and what not, what warrants a kill jar chip. If a player argues, an extra chip is immediately added to the jar. | ||
**Effects** | **Effects** | ||
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At least at first, from 0-5 chips has no effect on the players, | At least at first, from 0-5 chips has no effect on the players, | ||
+ | **The Essential Question** | ||
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+ | Kill Jar good. Is this what you'd like? Would you rather all kills go in jar and presumably the cut off numbers up? I personally like the justified/ | ||
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+ | //I like the justified/ | ||
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+ | **So, maybe each good chip negates 1 kill chip, and thus the reward system can stay the same. I l'd like it better if the good chip was something countable--maybe a "save chip" every person saved or crime thwarted. ** | ||
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+ | ** The problem then becomes if the PC'S save a bus full of kids, can they then murder 20 gangsters? | ||
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kill_jar.1479819695.txt.gz · Last modified: 2018/03/04 13:16 (external edit)