This week in D&D, a fight ran a little long, and most of the players were acting bored and twitchy by the end. It didn't help that I killed one of the PCs and several others had near-death experiences.
No matter how good a sport the player is about it (and he was a good sport), there's always an awkwardness when a PC dies. I've noticed it across game systems. The energy level of the whole table drops when one player is involuntarily put out of the game.
You can stop some of the loss by immediately assigning the player to run one of the party flunkies--an NPC or animal companion. But I didn't think to do that before the player, with an hour drive ahead of him, decided to call it a night.
There's a lot of D&D talk about how character death is too easy and meaningless because of access to raise dead effects. I haven't experienced that. I played for four years in a campaign at WotC, where my character got killed 6 or 7 times, sometimes in spectacular, horrible ways.* I gained 15th level three times. Eventually it wasn't a show stopper, but I never ceased to care. It never got boring.
I want to make returning from the dead even easier. It's punishment enough for a player to have to sit out of a major fight. Why should I make it harder for you--for all of us--to keep playing? All good games are designed to keep players viable to the end. I think only atavistic devotion to simulation makes role-playing games different.
4th edition D&D seems to take the Champions-esque smoke-and-mirrors road, which is: Make it so freaking hard to die that it basically won't ever happen, but let's nobody admit that so the illusion of death remains.
Although I never read it (apologies to Monte and Sean who will probably see this at some point), the Ghostwalk setting book had a great solution: When you die, you become a resident of the land of the dead. A ghost. You can return to the land of the living, or you can just stay a ghost for a while. I like the idea of death being an altered state rather than a terminal state.
Riffing off that last thought, I might try introducing another way to do death when our current adventure is done.
*Once, my elf barbarian, Sevet, was killed by massive damage--not the damage itself mind you. I rolled a 1 on my massive damage saving throw. How embarrassing. Then the evil cleric we were fighting cast create undead on his corpse, he sprang up as a vampire, and promptly started tearing into his former friends. The sudden appearance of mid-level barbarian vampire is hella scary to your own party.
Friday, April 11, 2008
Death Happens
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4 comments:
J and I talked about this last night. We compared a PC dying to playing poker. It's only fun if you play for money. Even if it's just a little bit, because it matters more. Having your PC die sucks (as J and I both know from personal experience) but that's what makse the game fun. I think the balance in our current game is fine. It doesn't happen that often. As far as role playing goes, the adventurers are going out and seeking danger after all. That's why we bring swords and armor and stuff.
Good point. There still have to be meaningful stakes.
I'm trying to figure out a way to degrade your participation after death, so that there's a meaningful penalty, without removing you from participation completely. But I'd like to do within the existing rules set, and appropriate to the genre.
I think the best way to do that without rejiggering the rules is to have an NPC character sheet (Jorr) prepped as a dead-character backup.
I'll put that on my to do list before the next session.
To continue the poker analogy, is there a way to keep affecting the game once you're out of money?
You can borrow money from a friend. You can put non-money items on the table.
It might be fun to imagine some meta-poker rules that let you affect that game without having any ability to win or lose money, by becoming the dealer, or exercising limited control over who gets what card.
You can't make any money that way, but you still have a stake in the game.
i agree with jon...it sux, but may be necessary. if we don't think you'll kill us or that you will bail us out and just make death a close-call it isn't as exciting.
the other thing is the character was pretty new. this might mean less emotional attachment, but also feel like "i barely did this, maybe i can just make another pc like this."
i know i'd be bummed if a'mar got the axe and yet when my last barbarian died i felt like i didn't even get to try a barbarian out.
hopefully another spell caster won't bother M too much cause that is what the group needs...
also that fight would have been quicker if your group could roll. we sucked!
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