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Death of Player Characters
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<blockquote data-quote="tetrasodium" data-source="post: 9470118" data-attributes="member: 93670"><p>I think that the first step is to split up the different types of PC death and maybe acknowledge that they have different ways they need to be handled. IMO those are probably something like this</p><ul> <li data-xf-list-type="ul">Alice is dead because Bob did something reckless. Obviously talking about teamwork and maybe what Bob could have done differently to avoid throwing his party members down a hole. There are lots of ways this particular scenario can play out at the table, but <em>generally</em>, I find that it tends to come down to Bob behaving like it's a single player game and just soloing near the others with little or no consideration for the party. </li> <li data-xf-list-type="ul">Dave is dead because he did something dumb like holding the bomb that Eddy's hacker was trying to disarm even though there was no logical reason for him to not be wayyyy back outside possible blast range with everyone else in the party. Dave needs to be more concerned about his safety.</li> <li data-xf-list-type="ul">Frank is dead because it's a dcc funnels or similar meat grinder drinkinggame-esque thing and he did something... Frank should pull out the next PC in the stack.</li> <li data-xf-list-type="ul">Gwen is dead because she wanted to make a new pc and forced the gm to kill her. This is really something Gwen should apologize to both her gm and the other players for, but this is also a problem often caused by games that allow players to rest up out in the field instead of needing to go back to town... IMO this is a good excuse for the gm to change that rule and point to Gwen forcing the GM to kill her as the reason why there is not going to be discussion. Gwen really should have been up front with the GM and asked to rebuild her PC or come in with a new one next session... The only thing I've seen∆ directly provide guidance encouraging players to do this kind of outreach is draw Steel. That is very much something that more ttrpgs should encourage players with.</li> </ul><p>∆ only one<em> that I remember</em>. I don't doubt I've seen games with similar, just none that come to mind.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9470118, member: 93670"] I think that the first step is to split up the different types of PC death and maybe acknowledge that they have different ways they need to be handled. IMO those are probably something like this [LIST] [*]Alice is dead because Bob did something reckless. Obviously talking about teamwork and maybe what Bob could have done differently to avoid throwing his party members down a hole. There are lots of ways this particular scenario can play out at the table, but [I]generally[/I], I find that it tends to come down to Bob behaving like it's a single player game and just soloing near the others with little or no consideration for the party. [*]Dave is dead because he did something dumb like holding the bomb that Eddy's hacker was trying to disarm even though there was no logical reason for him to not be wayyyy back outside possible blast range with everyone else in the party. Dave needs to be more concerned about his safety. [*]Frank is dead because it's a dcc funnels or similar meat grinder drinkinggame-esque thing and he did something... Frank should pull out the next PC in the stack. [*]Gwen is dead because she wanted to make a new pc and forced the gm to kill her. This is really something Gwen should apologize to both her gm and the other players for, but this is also a problem often caused by games that allow players to rest up out in the field instead of needing to go back to town... IMO this is a good excuse for the gm to change that rule and point to Gwen forcing the GM to kill her as the reason why there is not going to be discussion. Gwen really should have been up front with the GM and asked to rebuild her PC or come in with a new one next session... The only thing I've seen∆ directly provide guidance encouraging players to do this kind of outreach is draw Steel. That is very much something that more ttrpgs should encourage players with. [/LIST] ∆ only one[I] that I remember[/I]. I don't doubt I've seen games with similar, just none that come to mind. [/QUOTE]
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