EzekielRaiden
Follower of the Way
I, too, have no problem with death flags. I might not always keep mine flying though. I get really attached to my characters...
It will likely sound insane to others, but me being deeply attached to my characters is why I'd keep their death flag flying.I, too, have no problem with death flags. I might not always keep mine flying though. I get really attached to my characters...
Not quite random tangent: How many anti-fudgers are opposed to rules like Death Flags?
[bq]The death flag is designed to get rid of random lethality without eliminating death altogether as a possibility. This is done with a change in the social contract between players and GM. Whereas in standard D&D the player is at the mercy of the DM and the rules, with the death flag the player decides when the stakes of a conflict are life and death.[/bq]
This is normally accomplished by saying that characters just don't die according to the normal rules governing death and hit point loss during a fight. If you hit 0, you're knocked unconscious, and that's that. But, the player has the option of deciding when a conflict is important enough for their character to put their life on the line. They "raise their death flag", usually gain some kind of mechanical benefit, and their character can die by whatever the normal dying rules are.
It has the same effect of what I've always assumed the majority of the fudging being done is trying to do, but it takes it out of the DM's hands and puts it into the players'.
Is there such a thing as a stupid death?
What is undeserving? If a character can only die when they 'deserve' it that is making quite the judgment.
I think all deaths, if they occur as part of the story are interesting and 'deserved'. Even if it was just part of a random encounter. It will certainly be a memorable one.
Not quite random tangent: How many anti-fudgers are opposed to rules like Death Flags?
[bq]The death flag is designed to get rid of random lethality without eliminating death altogether as a possibility. This is done with a change in the social contract between players and GM. Whereas in standard D&D the player is at the mercy of the DM and the rules, with the death flag the player decides when the stakes of a conflict are life and death.[/bq]
This is normally accomplished by saying that characters just don't die according to the normal rules governing death and hit point loss during a fight. If you hit 0, you're knocked unconscious, and that's that. But, the player has the option of deciding when a conflict is important enough for their character to put their life on the line. They "raise their death flag", usually gain some kind of mechanical benefit, and their character can die by whatever the normal dying rules are.
It has the same effect of what I've always assumed the majority of the fudging being done is trying to do, but it takes it out of the DM's hands and puts it into the players'.
Or do you do it in secret, without input from the other participants, based on what you and only you believe is in the best interest of everyone else or the game? And if this is the case, why not do it in the open? Why hide it? I think we both know the answer to that question if it applies...
I think any party would dislike hearing "By the way, you should have died there, but I saved you. Happy to be holding your hand like you're a child." Just as much as they hate to hear "haha, full party wipe. Good job everyone.", so I think that is a valid reason to hide it.
On another unrelated note, are there really DMs that are attached enough to their NPCs and Plot that they will cause BBEG to auto save against various things?
I think any party would dislike hearing "By the way, you should have died there, but I saved you. Happy to be holding your hand like you're a child." Just as much as they hate to hear "haha, full party wipe. Good job everyone.", so I think that is a valid reason to hide it.
Both are examples of poor delivery though. I think a good solution is to prepare for characters to die ahead of time and then, if it happens, a good story is told and play can continue. There's no need to fudge.