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<blockquote data-quote="Clint_L" data-source="post: 8927299" data-attributes="member: 7035894"><p>This reminds me of <em>Dread</em>, where you can choose to topple the tower on purpose in exchange for some say over how you go out. It's called the "heroic sacrifice" rule, and I wouldn't mind seeing a version of it in D&D. Though death is final in <em>Dread</em>, so the rule has some teeth in it.</p><p></p><p>A little over a year ago one campaign arc ended with a showdown against a dragon where a character died in the final round. The player refused the subsequent revivify attempt, figuring that he couldn't imagine a more perfect exit for his character. I thought that was a fantastic choice.</p><p></p><p>Edit: I also set up one of my mini-campaigns at school with a final battle in which players had to close a portal before doom could be unleashed on the city - you know the score. I intentionally made closing the portal with a macguffin possible but very difficult, with the caveat that if a character wanted to carry the macguffin through the portal they could succeed automatically, at the cost of their life. I've run this mini-campaign four times and twice young players have made that choice, with really strong story impact.</p><p></p><p>Do you folks ever set up this sort of situation in your games, where players can choose to sacrifice their character?</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8927299, member: 7035894"] This reminds me of [I]Dread[/I], where you can choose to topple the tower on purpose in exchange for some say over how you go out. It's called the "heroic sacrifice" rule, and I wouldn't mind seeing a version of it in D&D. Though death is final in [I]Dread[/I], so the rule has some teeth in it. A little over a year ago one campaign arc ended with a showdown against a dragon where a character died in the final round. The player refused the subsequent revivify attempt, figuring that he couldn't imagine a more perfect exit for his character. I thought that was a fantastic choice. Edit: I also set up one of my mini-campaigns at school with a final battle in which players had to close a portal before doom could be unleashed on the city - you know the score. I intentionally made closing the portal with a macguffin possible but very difficult, with the caveat that if a character wanted to carry the macguffin through the portal they could succeed automatically, at the cost of their life. I've run this mini-campaign four times and twice young players have made that choice, with really strong story impact. Do you folks ever set up this sort of situation in your games, where players can choose to sacrifice their character? [/QUOTE]
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