One of
the great things about working with other people's characters is that
there's a well-loved person already set and ready to go: just
make up
interesting things for them to do. One of the bad things
about
working
with other people's characters is that you have to leave them a lot
like you found them. They can't get married or die or have
any
other
major life-changing event happen to them. But if they're not
undergoing major life-changing events, then why is your game
interesting?
One
way to make it
interesting is to add some characters of your own,
people who CAN die. Another way is to change something
internal
about
your borrowed characters, give them experiences that will test them or
deepen their characters in some way.
Still,
if players know that
marriage, death, and other large changes
are off the table, it makes things feel less consequential.
In
"Medical Problems 2," Vesemir, Eskel and Lambert are sick, and the
illness is grave enough that they could die. If the player
makes
the
wrong set of choices, they should
die. But Vesemir, Eskel, and Lambert don't belong to me, so I
can't
kill them. My "bad" ending has them sent to a sanitarium,
where
they
will be gravely ill for an indefinite period of time -- gravely ill
until CDPR puts them in another game, in other words. :-)
Funny.
I love these
guys, and it makes me sad that I can't kill them. :-)