RyvenCedrylle
First Post
Risk is very important in an RPG, no doubt. But let's not limit 'risk' to character death. Loss of items or experience levels, failing to complete the mission - just a few ways to create risk or drama in a game. Heck, in our rotating DMs game (which were homebrewed cyberpunk-types), we used to TORTURE each other's characters, both physically and emotionally. Learning my in-game wife was barren, then finding out she had one egg left that no one knew about and hey, she's pregnant, then the child is abducted and oh, my wife and I now have to kill her because she's been mutated into a giant half-robotic spider monstrosity.. that was an extraordinarily memorable plot that created drama and risk for the character that had nothing to do with death. Heck, most of our characters killed themselves after accidentally commiting genocides, being mutilated beyond recognition or after their families were slaughtered in front of them. One of our campaigns ended when one character found out that the time-hopping BBEG we couldn't stop was actually him in the future.. he went nuts and in doing so, fulfilled the required role. We rarely had character death because it was so anticlimactic and far more fun to just screw each other over in good fun.