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Death and Storytelling
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<blockquote data-quote="Les Moore" data-source="post: 7455185" data-attributes="member: 6958032"><p>Shy of straight-up Murderhoboing, there is a name for what we all participate in, on a D&D quest:</p><p></p><p>We kill the bad guys, yes. (and who would be able to say if that's strictly legal, given any such setting) but we also plunder for loot. There's a real world name for this</p><p>behavior, "Brigandage". I'm not calling upon the legal or moral aspects of it, as it is in a fantasy realm. But this type of lifestyle and action goes hard on a </p><p>person, in real life. Being a "land pirate", simply put, historically, has a high mortality rate. We call it "Adventuring" of course, and it is in a fantasy realm, </p><p>but if we are to be realistic about the life expectancy of our characters, we have to embrace the simple fact of the survival percentages of a Marauder.</p><p></p><p>So, while TPKs are a bit of a downer, and tend to be disruptive to a campaign, we have to expect a certain amount of</p><p>party attrition, through loss of PCs, over a period of time In essence, this adds to the clarity and reality of a campaign.</p></blockquote><p></p>
[QUOTE="Les Moore, post: 7455185, member: 6958032"] Shy of straight-up Murderhoboing, there is a name for what we all participate in, on a D&D quest: We kill the bad guys, yes. (and who would be able to say if that's strictly legal, given any such setting) but we also plunder for loot. There's a real world name for this behavior, "Brigandage". I'm not calling upon the legal or moral aspects of it, as it is in a fantasy realm. But this type of lifestyle and action goes hard on a person, in real life. Being a "land pirate", simply put, historically, has a high mortality rate. We call it "Adventuring" of course, and it is in a fantasy realm, but if we are to be realistic about the life expectancy of our characters, we have to embrace the simple fact of the survival percentages of a Marauder. So, while TPKs are a bit of a downer, and tend to be disruptive to a campaign, we have to expect a certain amount of party attrition, through loss of PCs, over a period of time In essence, this adds to the clarity and reality of a campaign. [/QUOTE]
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