Skyscraper
Adventurer
What is your experience in reconciling PC death and storytelling?
More detail on my question.
RPG's usually have a random aspect to the cooperative storytelling, that regards combat and that determines whether, notably, PC's will survive or die in battle (or in other situations such as traps).
However, most popular heroic fantasy storytelling in particular, outside of gaming, does not usually see its main protagonist(s) die: Conan, Drizzt, Bilbo, Aragon, they all survive their ordeals. In a game where each player's PC is the main protagonist, how to reconcile PC death with the storytelling?
Also, what do your games look like with regards to personal agendas/quests for PCs, as opposed to common quests? I love it when PCs have individual reasons to be in the story, and individual goals, as long as the group has reason to stick together and pursue a common goal of course, and the personal agendas don't interefere too much. Does this happen in your groups? If so, how do you reconcile the loose ends, or unifinished chapters of those personal agendas or quests, when those PC's die?
There is a thread presently running on the question of fudging dice, and this topic somewhat coincides with this one: in my experience, a lot of die fudging by DM's occurs to avoid PC death. I have no survey to rely my assumption on, but it seems to me like a DM saving a PC from death by fudging the dice, has little to do with avoiding the creation of a new PC by the player, a task that is usually quite enjoyable. I think it probably has more to do with (a) the DM expecting that the player is attached to his or her PC and would not take well to the PC dying (I won't go into this aspect here), and (b) to the point of this thread, that the story spun around that PC will not work anymore.
Of course, the tension in the RPG is often a result of the possible death of PC's. There is suspense in not knowing whether you PC will survive, as a player. And you must select your strategies when you enter battle, instead of being foolhardy or disinterested, if only because you wish for you PC to surive - notwithstanding having fun playing and wanting to create an interesting story during that battle also. So the possibility of death is always present and, moreso, is an interesting part of the game.
That said, I've played in several short and campaigns of the last 4 decades where no PC died. And in others where many PC's died. In both cases, there is the real or perceived impression that the PC's can die at any time. This is part of the RPG premise, at least in a vast majority of games presumably. Have you played in games where PC's simply don't die? Where the DM deploys sometimes obvious efforts to make PC's survive? (I have.) If so, does this kill the suspense and otherwise negatively affect the gaming experience for you?
So, in the end, how do you reconcile death with the storytelling? Not all deaths are heroic gestures that save the day to the expense of the PC's life. Some seem pretty insignificant, sometimes the consequence of a sequence of unlucky rolls or bad decisions. The PC death is likely to leave some loose ends and unfinished business: that PC had reasons to want to achieve the general goal, and reasons to interact with some PCs and NPCs that are still part of the story. How do you reconcile that, in your gaming groups?
(I suspect, incidentally, that answering this question might in fact partly answer why those that fudge dice, do it.)
More detail on my question.
RPG's usually have a random aspect to the cooperative storytelling, that regards combat and that determines whether, notably, PC's will survive or die in battle (or in other situations such as traps).
However, most popular heroic fantasy storytelling in particular, outside of gaming, does not usually see its main protagonist(s) die: Conan, Drizzt, Bilbo, Aragon, they all survive their ordeals. In a game where each player's PC is the main protagonist, how to reconcile PC death with the storytelling?
Also, what do your games look like with regards to personal agendas/quests for PCs, as opposed to common quests? I love it when PCs have individual reasons to be in the story, and individual goals, as long as the group has reason to stick together and pursue a common goal of course, and the personal agendas don't interefere too much. Does this happen in your groups? If so, how do you reconcile the loose ends, or unifinished chapters of those personal agendas or quests, when those PC's die?
There is a thread presently running on the question of fudging dice, and this topic somewhat coincides with this one: in my experience, a lot of die fudging by DM's occurs to avoid PC death. I have no survey to rely my assumption on, but it seems to me like a DM saving a PC from death by fudging the dice, has little to do with avoiding the creation of a new PC by the player, a task that is usually quite enjoyable. I think it probably has more to do with (a) the DM expecting that the player is attached to his or her PC and would not take well to the PC dying (I won't go into this aspect here), and (b) to the point of this thread, that the story spun around that PC will not work anymore.
Of course, the tension in the RPG is often a result of the possible death of PC's. There is suspense in not knowing whether you PC will survive, as a player. And you must select your strategies when you enter battle, instead of being foolhardy or disinterested, if only because you wish for you PC to surive - notwithstanding having fun playing and wanting to create an interesting story during that battle also. So the possibility of death is always present and, moreso, is an interesting part of the game.
That said, I've played in several short and campaigns of the last 4 decades where no PC died. And in others where many PC's died. In both cases, there is the real or perceived impression that the PC's can die at any time. This is part of the RPG premise, at least in a vast majority of games presumably. Have you played in games where PC's simply don't die? Where the DM deploys sometimes obvious efforts to make PC's survive? (I have.) If so, does this kill the suspense and otherwise negatively affect the gaming experience for you?
So, in the end, how do you reconcile death with the storytelling? Not all deaths are heroic gestures that save the day to the expense of the PC's life. Some seem pretty insignificant, sometimes the consequence of a sequence of unlucky rolls or bad decisions. The PC death is likely to leave some loose ends and unfinished business: that PC had reasons to want to achieve the general goal, and reasons to interact with some PCs and NPCs that are still part of the story. How do you reconcile that, in your gaming groups?
(I suspect, incidentally, that answering this question might in fact partly answer why those that fudge dice, do it.)