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Death and Storytelling
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<blockquote data-quote="Tony Vargas" data-source="post: 7448994" data-attributes="member: 996"><p>I'm going to actually go off on a tangent with this, which is the D&D-significant availability of coming back from death. D&D makes it easy. A mid-high level spell, *poof*, you're back. From a play perspective, it makes sense, the game does try to model plot armor with hps & saves and so forth, but it's challenges aren't so consistently balanced that things don't go south now & then, so it's a safety valve.</p><p></p><p>But, it sucks some of the sense of jeopardy out of the game, and doesn't fit genre too neatly, so we get the great idea to 'make death more meaningful' by making resurection a big deal - higher level, or all quests & stuff to make it happen. </p><p></p><p>IMX, and it's thankfully limited, what can happen is you establish that, have a PC death, go through that long, essentially side-quest, to make the ressurection dramatic and all and resurec the PC. Then he just dies again, like, right away, or the player leaves the group for whatever RL reason, and it implodes. </p><p></p><p>Bottom line, just running a game with a bunch of people who all have lives introduces so many needs to deal with or just hand-wave characters falling out of and jumping back into the storyline, that you should just be resilient about it, anyway, including character death (either just using the Raise Dead button, or just not and having back-up characters - since it's no more of a stretch than if the player left and a new one brough in a different character).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7448994, member: 996"] I'm going to actually go off on a tangent with this, which is the D&D-significant availability of coming back from death. D&D makes it easy. A mid-high level spell, *poof*, you're back. From a play perspective, it makes sense, the game does try to model plot armor with hps & saves and so forth, but it's challenges aren't so consistently balanced that things don't go south now & then, so it's a safety valve. But, it sucks some of the sense of jeopardy out of the game, and doesn't fit genre too neatly, so we get the great idea to 'make death more meaningful' by making resurection a big deal - higher level, or all quests & stuff to make it happen. IMX, and it's thankfully limited, what can happen is you establish that, have a PC death, go through that long, essentially side-quest, to make the ressurection dramatic and all and resurec the PC. Then he just dies again, like, right away, or the player leaves the group for whatever RL reason, and it implodes. Bottom line, just running a game with a bunch of people who all have lives introduces so many needs to deal with or just hand-wave characters falling out of and jumping back into the storyline, that you should just be resilient about it, anyway, including character death (either just using the Raise Dead button, or just not and having back-up characters - since it's no more of a stretch than if the player left and a new one brough in a different character). [/QUOTE]
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