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Victory *and* death: Would you enjoy this?
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<blockquote data-quote="Merkuri" data-source="post: 3054269" data-attributes="member: 41321"><p>I agree with what seems to be the general consensus. It would be an excellent end to a campaign to have my character or the entire party sacrifice themselves in order to achive a Greater Purpose. However, it has to be done correctly. If it doesn't feel like the natural end of things then it won't be as cool. It has to feel like the character's idea, and it has to be voluntary. If the characters end up being ritually sacrificed to an elder god, and sacrificing them to the god pacifies him enough that he won't try to destroy the world for another millenia, then it feels less heroic and more what-the-heck-did-we-get-ourselves-into? If, however, they activate a magical anti-doomsday weapon that drains their very souls--robbing them of not only their lives, but their afterlives--in order to destroy said elder god, then that would be awesome. A bitter success, but a cool one.</p><p></p><p>Of course, you need the right type of campaign for this, too. The campaign has to have a "feel" of self-sacrifice. The players, along with their characters, have to be ready to doom their characters while they save the world. If the campaign started off very lighthearted and fun, then evolved into a darker story that ended up requiring their sacrifice then it will be kinda jarring and anti-climactic. Kinda like how the mood of the second <em>Pirates of the Caribbean</em> movie drastically changed tone from the first. If you're expecting a fun, playful tone from a game or a movie and are presented with a much darker theme you're not going to like it as much. I'm still arguing with myself over whether I liked <em>Dead Man's Chest</em> or not because of this tone conflict.</p></blockquote><p></p>
[QUOTE="Merkuri, post: 3054269, member: 41321"] I agree with what seems to be the general consensus. It would be an excellent end to a campaign to have my character or the entire party sacrifice themselves in order to achive a Greater Purpose. However, it has to be done correctly. If it doesn't feel like the natural end of things then it won't be as cool. It has to feel like the character's idea, and it has to be voluntary. If the characters end up being ritually sacrificed to an elder god, and sacrificing them to the god pacifies him enough that he won't try to destroy the world for another millenia, then it feels less heroic and more what-the-heck-did-we-get-ourselves-into? If, however, they activate a magical anti-doomsday weapon that drains their very souls--robbing them of not only their lives, but their afterlives--in order to destroy said elder god, then that would be awesome. A bitter success, but a cool one. Of course, you need the right type of campaign for this, too. The campaign has to have a "feel" of self-sacrifice. The players, along with their characters, have to be ready to doom their characters while they save the world. If the campaign started off very lighthearted and fun, then evolved into a darker story that ended up requiring their sacrifice then it will be kinda jarring and anti-climactic. Kinda like how the mood of the second [i]Pirates of the Caribbean[/i] movie drastically changed tone from the first. If you're expecting a fun, playful tone from a game or a movie and are presented with a much darker theme you're not going to like it as much. I'm still arguing with myself over whether I liked [i]Dead Man's Chest[/i] or not because of this tone conflict. [/QUOTE]
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