...yes? (your example got chopped off somewhere in posting, not by me)
My apologies, I got distracted and failed to come back to that thought. A D&D party might lose an ally to a heroic sacrifice, and then that ally gets scooped up and saved by some kind of Big Good force that doesn't want that heroic sacrifice to have been in vain. Sorta like what happened to Gandalf in LOTR; his death was non-permanent but irrevocable. He DID die, it wasn't random but a very intentional sacrifice, and there wasn't a damned thing anyone else in that world could do about it. But he was Sent Back, with some of his power limiters removed. Irrevocable (nothing the "PC"-equivalents could do about it), but not permanent (Eru Iluvatar fixes it by direct divine intervention, something He very rarely does.)
And if I'm reading that right, Sheridan knows going in that he'll be able to come back from death? That certainly makes it non-permanent from his (or in D&D, his player's) perspective.
No. He has a glimmer of hope, and that's it. He and the alien, Lorien, have this conversation just before an episode ends:
L: "I cannot create life. But I can breathe upon the remaining embers. (pause) It may not work."
S: "But...I can hope."
L: (echoing) "Hope...is all we have."
There's also what might be called "story alongside", where things go on in background parts of the setting that the PCs don't touch and the PCs may or may not hear about - or even be affected by - those things later; meanwhile the PCs do what they do and their own story emerges from that.
That's just "story before" that happens sequentially, which is pretty much mandatory for any long-running campaign. (Nobody can be expected to write multi-year tabletop stories 100% purely in advance--not even Dragonlance was plotted
that thoroughly.) That is, it's been written before and separately from what the players will do to/around it, albeit after other, prior things the players have done. They can investigate it, respond to it, interfere with it--all of the reactive things one can do with story--but they do not actually participate in its
creation. Likewise, "story after" can happen sequentially as well. "Story now" is inherently sequential, because...the moment that is "now" is always moving.
There's a difference, too, in Dragonlance-style story-before (where the whole thing runs to a predetermined outcome) and what I prefer, which is that there's one or more potential stories laid out but the outcome(s) - or even the path of the story/stories; they can always left-turn to something else - is not determined until after the players/PCs do whatever they decide to do or not do.
Sure. But all of those endings were still, to some degree, prewritten. You are not deciding the course of the river, you are merely picking whether it flows through the pre-cut east course or west course.
I've had story-now explained to me before in a few different ways, most of which (despite the explainers' best attempts) mostly come across to me as nothing I'd want any real part of.
I mean, that's fair, but just because it isn't for you doesn't mean it's for nobody. Making hard, blanket statements that disallow
anyone else from doing "story now" with D&D, or any game for that matter, comes across as pretty presumptive.
In about 1985 I played a character named Terriann. She was a low-level MU coming new into a higher-level party, and her played career consisted of meeting the party, making it halfway to her first adventure, getting breathed on by a Black Dragon, and keeling over dead. Three sessions, tops.
The fact that I still remember this, 39 years later, tells me that playing her was not at all a waste of time.
I want to reiterate, because it bears repeating:
for you. It was not a waste of time
for you. It would be a waste of time
for me. I would not derive any enjoyment from that character, and the only reason I would ever remember such a character afterward is specifically
because I so thoroughly did not derive any enjoyment from playing her.
We're into comparing anecdotal experience here but I suspect that "lot of players" isn't as widespread as you seem to think.
Alright. Does that mean this interest must then be driven out of the hobby and refused admittance?
I agree video games can't give the same experience...yet. Given enough time and processor power the day will come when they'll be able to a) generate bespoke setting elements (places, NPCs, etc.) on the fly based on where the player goes and what the player does there, b) seamlessly integrate those new setting elements into what was already present for that player, and c) store and remember those setting elements for the rest of that campaign.
I disagree. There's a lot one can do. I don't think any non-sapient AI--no matter how advanced--can replicate the responsiveness of an actual DM. And an actually sapient AI used in this way would be slavery.
To the bolded: yes they do. The history of a dead character and what it did is not deleted. Otherwise it'd be like saying the history of Queen Elizabeth II and what she did will be deleted because she's dead. The character's history remains, in the memories of the players and (one hopes!) in the campaign's logs and records.
Yes, it is. None of the
connections matter anymore. They're as dead as the character. We, IRL, can investigate and look up history. But when we
take on a role, that role
matters. It isn't some flimsy nothing, a mere gossamer shawl. It is what anchors one to the world. Each and every time that anchor is destroyed, you have to rebuild it from the ground up. You must
re-invent (or re-discover, if you prefer) your investment in the setting. That the history fictionally exists does remain, yes. Whether it
matters, however, does not remain. And it's the mattering that counts. Things with no meaning, with no substance, provide no enjoyment. Each and every time you cut the thread of connection to the game, you have to rebuild it, practically from scratch.
Just because I'm not playing the same character all the way through a campaign doesn't mean I-as-player lose touch with that campaign's history, and in-fiction I just assume the veterans will tell these stories to my new recruit over the campfire each night until I've heard them all.
I do. Each and every time a character I'm playing dies, I lose the vast, overwhelming majority of my connection to that campaign's history. Your "I just assume" is something I actually
need to have happen, "on screen", explicitly. Otherwise, I will never rebuild the connection I had before. It will
never be as connected as the lost character was. I simply cannot become invested
without playing through that. Which is why I have been saying what I've been saying.
For you, such investment is a trivial effort, a nothing, easier than breathing. For me? It's monumental. I must start from ground zero
every single time I try to invest into a new character.
It would be like...being an author, and someone rolls 2d100 after every page you write. If it comes up 00 00, you have to scrap ALL the actual novel writing you've done and start over, though you can still use your prewriting, but not any characters or events. After the second or third time that happened, you'd probably just give up--there's no point in investing THAT MUCH time and energy into a long-form story when it's just going to be taken away from you and all you have left is your prewriting notes. That's how it feels for me to lose a character. I have to scrap the entire "novel" of that character's existence, down to the barest of bare bones, little more than a few pages of setting notes, and then try to write an entirely
new novel, without using ANYTHING I used before. I just can't do it.
Again, I'm not saying NOBODY can do this. But I am saying that a lot of people DO view the story of the character, and the story of the "team" (here meaning the
specific people on the team, not just the coalition, since you refer to the "party" story as totally disconnected from any individual member thereof), as something damaged beyond repair when a character dies. Something that then must be totally rebuilt, from the ground up, but now running way behind everyone and everything else because, y'know, months or years of development gap.