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Game concept: In game death, permanent vs Mario style. Is there a happy medium ?

Lastoutkast

First Post
I'm trying to make a death and resurrection concept that is not " well your character see ya next week with a new one " and also not " O your character died, eh pay the healer 5,000 gold and your good ". Is there a happy medium that doest kill the momentum of the game but also doest let players keep an extra life on hand ?
 

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Actually... the Mushroom Kingdom is one of my favorite D&D settings, and green mushrooms exist in-game. They are rare, and they are precious, and their existence drives plots.

Mechanical penalties aren't the way to go. They sound like a good idea, but either there's an easy way around them, or players will just shrug and reach for the 3d6.

Only advice I can give you is to make resurrection have storyline consequences. Make it either change the character or change the world.
 

Well, the original Dark Sun campaign setting introduced the Character Tree, I which each player maintained 4 PCs, but only played one at a time. A blogger has helpfully posted a nice overview/summation of the concept here:
http://bluishcertainty.blogspot.com/2016/07/dark-sun-character-trees.html

You could also give each player's PC a set of X lives a la a video game...but without the option of loading in more quarters for extra lives. Justify it how you wish, but I'm thinking it smacks of divine boons granted to achieve the goals of powerful extraplanar beings.

Or you could even make bonus lives available via achieving certain campaign goals.
 

You could also give each player's PC a set of X lives a la a video game...but without the option of loading in more quarters for extra lives. Justify it how you wish, but I'm thinking it smacks of divine boons granted to achieve the goals of powerful extraplanar beings.
Without assigning a penalty like lower Con or anything, you could just say that you can only be revived so many times because it places stress on the soul or whatever. That should discourage anyone from simply making a new character.

You could also force new characters to join at level 1, so they'd have to weigh the penalty of starting at level 1 against whatever other penalty you wanted to assign to resurrection. The danger there is that the player might just give up entirely, if neither option is appealing.
 

I think it has to be customised to the particular group and individuals involved as opinions vary so widely on the topic. Some players have a million ideas for new characters and get bored easily, so PC death doesn't bother them much, it's an opportunity to try something new. Some other players are very invested in their particular PC and storyline and may not gel with a replacement PC at all. Most are in the middle somewhere. These varying levels of attachment to a current PC IMO make it impossible to create a single rule for the problem, as different players want different things.

Some players just want their PC back, and in a game with sudden out of the blue death effects, and situations resulting in inevitable death, a reset button can actually make sense.

In my D&D games, the most important question re PC death is if the player really wants the PC back. If they don't, and often they don't, no problem. If they do, it generally can be made possible in game by a variety of means, but there's always some cost. That cost isn't just money, it's often a quest or obligation. At this point some players decide it's too much hassle and are content to create a new PC.

In games where players form attachments to the gameworld, it's possible to endanger places and people external to the PCs that the PCs care about. This expands the range of jeopardy the game can use dramatically beyond the PC's own life. Now, far too many players have been conditioned never to form attachments to the setting by the DMs immediately targetting those attachments and burning them down.

PC death is the main trigger I have seen for players leaving games or games ending, so the problems created deserve some serious consideration.
 

Make resurrection possible but only at certain locations (temple with high-powered Cleric/Priest?).
Also provide some NPC hirelings nearby just in case a player is suddenly without a character; the hireling 'steps up' in a moment of dire need but steps back into the scenery when the emergency is over.
It takes some time out of the campaign to bring back a PC (travel time) but it's not impossible. Maybe the second dead PC will decide it's easier to not get resurrected; maybe it will be worth the effort.
The Priest may want cash for his labors or he may want a favor done or he may want something else entirely (use your imagination).
 

You could take death off the table as the only consequence from combats. Replace it with being captured, getting injured or wounded, indebted to the victor of the combat, etc.
 

Maybe players have to barter for their friends.

Souls are currency to gods and demons alike. Instead of a gold cost, there's a "fair trade" element where the caster (and the party if they want to help) has to make a deal with the power holding the soul of their friend. The gods could demand sacrifices, they could demand you undertake a dangerous quest, recover a deadly artifact, kill a dangerous enemy and so on.

I also like the idea of limiting it to certain locations and those locations having an influence on the spell. Raise your friend at an altar of darkness and he might come back with a demonic spirit in his head. Raise your evil friend at an altar of goodness and he might be divinely marked for his evil ways.
 


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