Lanefan
Victoria Rules
Yet from all external points of view it seemed permanent at the time. OK, I see the difference now.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.)
If they interfere with the story (intentionally or otherwise) and send it in a new direction isn't that in itself an act of participating in the story's creation?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.
For example, if I-as-DM have "story-boarded" out a series of six coastal or maritime adventures to get a campaign started - let's say...
1. (homebrew - introductory)
2. Secret of Saltmarsh
3. Danger at Dunwater
4. Bone Hill
5. (homebrew - pirates)
6. Slavers' Stockade
...but the players/PCs decide after Danger at Dunwater that they never want to see another boat in their lives and head for the inland mountains instead*, they've just upended "my" story and are now creating their own, putting me in react mode where I'm riffing off what they do with or to the setting rather than the reverse.
* - the story of my DMing life, this: I've been trying for ages to run a mostly-maritime campaign but just can't get the players interested in such other than for a single adventure now and then.
Assuming those courses are pre-cut and that the river isn't cutting its own course as it goes.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.
That the river will start at some preordained high-elevation point X and then flow somewhere is a given; and some of its flow pattern might initially be either a) predetermined or b) somewhat predictable. But sometimes neither a) nor b) survives contact with the players, and after that I-as-DM am in react mode.
Even in the moments of playing her when she hadn't died yet?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.
'Cause that's what matters most to me as a player: the enjoyment in the there-and-then moment.
Saturday night I'll be playing Lanefan the character and (in theory) will enjoy that session. I just can't understand how my enjoyment of this coming Saturday could be diminished post-hoc should he then perma-die the Saturday after.
No, but neither does it mean the game needs be designed with tha tinterest first and foremost.Alright. Does that mean this interest must then be driven out of the hobby and refused admittance?
This could be - and for the next bunch of years will be - a whole big topic of discussion all on its own.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.
I'm still sitting at the same table with the same friends, aren't I; and still playing in the same campaign? If yes, that's a lot of underlying connection that doesn't even look at what specific character(s) anyone - including me - has in play at the moment.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.
Now if I was playing with strangers I could see character as being a bigger connection point, but (other than one-offs or convention games) only play with people I already know from elsewhere.
So how do you handle playing multiple characters in the same big sprawling campaign, and cycling them in and out of parties depending on your preference and-or what the party/mission needs at the time?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.
'Cause that's the background I come from.
Taken to that extent that is, I think, something of a rare and distant-outlier viewpoint.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.
Far more common, I think, is the sense of characters being to some extent easy come easy go; if for no other reason than that's the most likely take from casual players and casuals represent the vast majority of the hobby's player base.