The Shaman
First Post
The possibility of character death? For me, yes, it is.First, is the possibility of PC death crucial for excitement?
Their lives may be exciting on one level, but if you're playing a game about, say, exploring dark dungeons and trackless wastes filled with ravening monsters and evil villains, then it's reasonable to expect the adventurers to face hazards more dangerous than a torn ACL, a scathing review, or a well-funded primary opponent.A lot of people live lives that they regard as at least moderately exciting, although they face no very large risk of death (eg sports people, performers, politicians, gamblers just to pick a few).
Roleplaying games are not movies. Different medium entirely.And a lot of movies are exciting even though - at the meta level - it's obvious there's no chance of the protagonist dying. The excitement consists in finding out how the protagonist survives, and at what cost. I think this can be applicable to RPGs too, including D&D.
And many of those movies suck precisely because they are so predictable, in my opinion, but to stick with the example, just for the sake of argument, we can also watch movies in which we know the characters we care about are going to die, and still find them exciting as well.
But again, I don't think it's a valid comparison in the first place.
Both.Second, who should face the possiblity of failure - PCs or players?
Then those sensitive souls who would not have a good time playing a game where character death is on the table should perhaps play a game where character death is rare per the rules as written; Marvel Super Heroes comes to mind.If the former, fine - that's part and parcel of dramatic protagonism. If the latter - well, some people like to play a game where they can lose, but some people like RPGs precisely because they can be played in a non-competitive way. I don't think it's necessarily a good thing if the rules create a serious risk of some players not having a good time playing the game.
But if you play a game where combat and other hazards meant to be deadly, and your character dies, you probably shouldn't be too shocked or disappointed.
I don't know about anyone else, but for me that's not actually a total party kill.The last TPK in my 4e game I had the PCs taken prisoner (except for the one whose player wanted a new character - that PC died, and the new PC was in the goblins' jail wghen the others turned up - party introductions made easy!).
Being beaten over the head by deus ex machina isn't my idea of a good time, but others' mileage certainly varies.Another possibility would be to have a 3rd party intervene in the conflict, and hold the PCs to some sort of ransom in exchange for saving them. This requires a bit of finesse so that the players don't feel like they're being railroaded, but is something I'd probably try if I had to.
Look, I agree that the model "failure equals death" is much too simplistic: characters may fail in many different ways without dying in the games I run. But there are circumstance which arise in the course of play in which death is explicitly on the table, and I won't shy away from allowing those situations to run their course.
And if we're playing a game where you can get a sword through your eye, you are explicitly agreeing to the fact that your character may die in the course of play.I'd only allow a TPK to be literally that if the players were all happy to start over with a new set of PCs and/or a new campaign.