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Death and the Fixing of It
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<blockquote data-quote="Terwox" data-source="post: 1815701" data-attributes="member: 1044"><p>Eh, here's an idea that addresses both issues to one degree or another:</p><p>The issues are: </p><p>1) Raise dead makes death a non-issue (losing a level is not enough of an impact.)</p><p>2) Raise dead makes players sit out of the game for too long if it is too difficult to achieve. (Other players going to the underworld means that player is sitting still, solo gaming with the dead player means the other players are doing nothing.)</p><p></p><p>To blend, although perhaps not enough of a deterrant --</p><p>Upon being raised from the dead, characters are geased by An Entity.</p><p>Their own deity, the lord of the underworld, a demon/devil that bargains for the release of their soul, an angel that bargains for release of their soul (doesn't have to be malevolent after all,) etc.</p><p>All players can be involved in the bargaining -- make characters who hold candles/whatever for the person casting the spell/incantation be able to bargain with the summoned entity.</p><p>Effects proceed as the spell Geas/Quest.</p><p></p><p>In my dreamscape campaign, if you died in a dream, you went to a death dream (the river of death,) and gained a permanent derangement related to whatever killed you. It only happened once, but a character was permanently terrified of Fenris. Only one death in the campaign, though, but it was kinda interesting. (This was an entirely different situation, as the Lord of Death was a PC who didn't know this was the fact yet, so death was... convoluted.)</p><p></p><p>If you want more of an oomph than level loss and a geas, and still want mortality to matter, you risk making players become unattached to their characters -- although you risk them taking matters more seriously and death being a threat. It's a funny balance, I like my method, I hope you find one that suits your group.</p></blockquote><p></p>
[QUOTE="Terwox, post: 1815701, member: 1044"] Eh, here's an idea that addresses both issues to one degree or another: The issues are: 1) Raise dead makes death a non-issue (losing a level is not enough of an impact.) 2) Raise dead makes players sit out of the game for too long if it is too difficult to achieve. (Other players going to the underworld means that player is sitting still, solo gaming with the dead player means the other players are doing nothing.) To blend, although perhaps not enough of a deterrant -- Upon being raised from the dead, characters are geased by An Entity. Their own deity, the lord of the underworld, a demon/devil that bargains for the release of their soul, an angel that bargains for release of their soul (doesn't have to be malevolent after all,) etc. All players can be involved in the bargaining -- make characters who hold candles/whatever for the person casting the spell/incantation be able to bargain with the summoned entity. Effects proceed as the spell Geas/Quest. In my dreamscape campaign, if you died in a dream, you went to a death dream (the river of death,) and gained a permanent derangement related to whatever killed you. It only happened once, but a character was permanently terrified of Fenris. Only one death in the campaign, though, but it was kinda interesting. (This was an entirely different situation, as the Lord of Death was a PC who didn't know this was the fact yet, so death was... convoluted.) If you want more of an oomph than level loss and a geas, and still want mortality to matter, you risk making players become unattached to their characters -- although you risk them taking matters more seriously and death being a threat. It's a funny balance, I like my method, I hope you find one that suits your group. [/QUOTE]
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