True enough. Being killed by a trap sucks. Dying to save another...priceless.
I left Jergal, my half-orc tempest chainfighter, with the group and basically said, "Seriously. If he dies, it's okay. There are so many cool things I'd like to do, character-wise, that - as I said above - death just isn't a deterrent for me.
I like it for plot reasons. (See above, re: TPK's.) I don't generally want my own characters Raised. My players would usually rather make a new character, too. So I guess it all works out.
Dying spectacularly is cool.
Dying ineffectually is not cool.
1) I think death is the least interesting result of failure. Dying is easy - you're dead and don't have to worry about the repercussions. When failure results in someone else dying, or something else happening that leaves you alive but much, much worse off, it's more of an impact.
2) Dying (at least in terms of a TPK) means you lost everything, typically the quest, etc. Usually it means a new campaign, rather than continuing.
Well more it has the biggest consequences for the Dm and the campaign. Namely "START OVER".Please note that if death is the least interesting result of failure, because it has the least consequences for the PC, saying that "Dying (at least in terms of a TPK) means you lost everything" implies that it might be the most interesting form of failure for the player because it has the largest consequences.
Not the mechanics (which makes it nearly impossible to die unless you're crushed to -30 hp) but the principle of fighting until you drop for good. We faced that this past weekend when facing an army of 1000 soldiers trying to arrest the city's baron. Half of the party was hesitant and wanted to look at other options - my barbarian wanted to toss in and have at 'er.
"Uh, dude, you'll be killed," they said.
"I know," was my reply. "You don't actually think we'll live through this, will you?"
The players were shocked that I willing to send my character into battle and potentially die. Why not? Where's the thrill of playing if you know you'll always succeed? I hate reading novels and comics where characters keep coming back from the dead - it's the entire reason why I stopped reading comics. Without death, where's the danger? Where's the thrill? Without failure, there's no accomplishment in success.
But I seem to be in the minority. Or am I? Anyone agree with me here?
Well I could point out that not all stories revolve around death-defying thrills. But since I assume you're talking about games like D&D where risking life in some form is what it's for we've passed the need for that.Where's the thrill of playing if you know you'll always succeed? I hate reading novels and comics where characters keep coming back from the dead - it's the entire reason why I stopped reading comics. Without death, where's the danger? Where's the thrill? Without failure, there's no accomplishment in success.
But I seem to be in the minority. Or am I? Anyone agree with me here?
Perhaps I should amend my earlier statement.RC said:Even dying because of stupidity can be a great story. Heck....dying because of stupidity is almost always worth retelling. That's why the Darwin Awards are so popular.
Let's be honest now.To me S&S games with no chance of death are like watching Filmation adventure cartoons or Sam Raimi fantasy TV shows. Since you know nobody important can die, the only thing at stake is the foregone conclusion that there will be another episode. From there it all descends into camp eventually.
Even dying because of stupidity can be a great story. Heck....dying because of stupidity is almost always worth retelling. That's why the Darwin Awards are so popular.
There's also the Old School style where you have to be cautious or you die, and if you die you should have had better Player Skill. The old "probe everything with a 10' pole" didn't arise because folks were fearless, it's because then you'd need 20 characters to finish the dungeon. By surviving, you "won".It still could be that some people treat the game more like a puzzle, with their PC being an integral part. If you take away the PC may then be the equivalent of pushing them back in the process of solving the puzzle, perhaps even back to the beginning. The possibility that the PC could die is okay because it's just another part of the puzzle, but the actual death isn't. Thus if PC death is a very real possibility this sort of player seems likely to want caution in order to avoid the puzzle getting messed with.