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<blockquote data-quote="5ekyu" data-source="post: 7450836" data-attributes="member: 6919838"><p>"But, death (final, un-cheated death)" is a choice put into play and onto a PC by the GM (or by the players and GM in more abstract sense in the setting deginition stages) and not an absolute.</p><p></p><p>If a GM doesn't want that to be, they can have setups where not dying or at least not-unreversible-dying is plausible outcome for the various types of failure. It requires fore-warning, pre-seeding in some cases, maybe a little more work in booking but its not that hard.</p><p></p><p>The GM may be just as invested in that storyline as the player, heck so may the other players - it doesnt have to be us vs them or even them and me.</p><p></p><p>My last 3.5 game, i instituted post-dead scenes in afterlife which featured character specific choices, temptations reveals etc. Also added feat trees for "post death" and cults who hunted or revered those "once dead". Had a player at the end of campaign lament having never had their character die. Dead and back added lots to the stories and nobody missed "irrevocable dead" not happening in the game.</p><p></p><p>Mythology, scifi, horrow, pulp adventure etc etc etc all provide example after example of how dead is not the end of story in their genres and even is often a key element in the genre heroic saga. Others tend to substitute "left for dead" or "rock bottom" as the precursor for the rebirth stage.</p><p></p><p>There is just no shortage of examples, so if one doesnt want the story to end, one just doesnt give away your options within the genre.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7450836, member: 6919838"] "But, death (final, un-cheated death)" is a choice put into play and onto a PC by the GM (or by the players and GM in more abstract sense in the setting deginition stages) and not an absolute. If a GM doesn't want that to be, they can have setups where not dying or at least not-unreversible-dying is plausible outcome for the various types of failure. It requires fore-warning, pre-seeding in some cases, maybe a little more work in booking but its not that hard. The GM may be just as invested in that storyline as the player, heck so may the other players - it doesnt have to be us vs them or even them and me. My last 3.5 game, i instituted post-dead scenes in afterlife which featured character specific choices, temptations reveals etc. Also added feat trees for "post death" and cults who hunted or revered those "once dead". Had a player at the end of campaign lament having never had their character die. Dead and back added lots to the stories and nobody missed "irrevocable dead" not happening in the game. Mythology, scifi, horrow, pulp adventure etc etc etc all provide example after example of how dead is not the end of story in their genres and even is often a key element in the genre heroic saga. Others tend to substitute "left for dead" or "rock bottom" as the precursor for the rebirth stage. There is just no shortage of examples, so if one doesnt want the story to end, one just doesnt give away your options within the genre. [/QUOTE]
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