Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
How Often Should a PC Die in D&D 5e?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9530353" data-attributes="member: 6790260"><p>Yep. Deaths are not created equal, so to speak.</p><p></p><p></p><p>An irrevocable but impermanent death is, as noted above, stuff like what happened to Sheridan. There was nothing any of his friends or loved ones could do to save him. As far as they were concerned, he was dead and gone. But Lorien's intervention made the death impermanent, meaning he <em>would</em> come back to life, it just would take time. This was represented as, effectively, Lorien gently guiding Sheridan to a profound personal epiphany, which would permit him to face death without fear, while still wanting to live. ("You're not chasing life, you're fleeing death!"/"Do you have anything worth <em>living</em> for?" "<em>Delenn!</em>") Parsed as a D&D party, something <em>very</em> easy to do with much of the B5 universe, JMS loves fantasy tropes in his sci-fi, this is pretty clearly the party having to struggle and suffer without a beloved and important character while the DM cooks up something suitably dramatic for that player's triumphant return a few sessions later.</p><p></p><p></p><p>They may not be <em>totally</em> incompatible, but they are often at loggerheads. You have to want a very specific kind of story--a story that only forms <em>after</em> the action, not before nor during--and you have to be supremely tolerant of constant dead ends,</p><p></p><p></p><p>The problem is, for a lot of people, there is no group story without the individual stories. For them--for me!--this is like saying, "the group story of the building is more important than the individual story of any one brick, so we can just allow 90% of the bricks to be broken before we use them, the building will still be what matters!" That's where the key breakdown point comes. You see the party story as being, in a sense, wholly independent of the individual stories. I see the two as fully co-dependent. You cannot have the individual stories without a party story for them to play out within, but you cannot have a party story without the individuals who make up that party. The more you lose of that party, the more the story decoheres until it's an utter mess.</p><p></p><p>And, also from personal experience? I've lost a lot of players in my game. Not just characters, I've had at least 5 different players depart the game for IRL concerns that matter a lot more than a tabletop game does. No <em>death</em> involved--but with the player gone, the story is necessarily at a dead end too. It wasn't too bad when we had a player leave in the first year or so. It was a little tougher when someone left in the middle of the third year. Since then, we've gained and lost another four other players, and...yeah it's really actually starting to become difficult to keep folks invested in the "party story" because they don't have any reason to be. They hear about things that other people did years ago and it just washes over them. Without the <em>personal</em> connection, it's just a lot of events, and that personal connection takes a long time to build.</p><p></p><p>So...yeah, you're right that it is possible to make these two mix, but it requires both a specific set of characteristics that a lot of players don't have, and it requires that you only engage with a particular style of story and relationship to the world. If anyone isn't interested in that style or that kind of relationship, or if multiple players just don't respond the right kind of way to stories, then it just isn't going to work.</p><p></p><p>So it would be better to say that, while they <em>can</em> be compatible, there are many games, many tables, where they simply will not mix.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9530353, member: 6790260"] Yep. Deaths are not created equal, so to speak. An irrevocable but impermanent death is, as noted above, stuff like what happened to Sheridan. There was nothing any of his friends or loved ones could do to save him. As far as they were concerned, he was dead and gone. But Lorien's intervention made the death impermanent, meaning he [I]would[/I] come back to life, it just would take time. This was represented as, effectively, Lorien gently guiding Sheridan to a profound personal epiphany, which would permit him to face death without fear, while still wanting to live. ("You're not chasing life, you're fleeing death!"/"Do you have anything worth [I]living[/I] for?" "[I]Delenn![/I]") Parsed as a D&D party, something [I]very[/I] easy to do with much of the B5 universe, JMS loves fantasy tropes in his sci-fi, this is pretty clearly the party having to struggle and suffer without a beloved and important character while the DM cooks up something suitably dramatic for that player's triumphant return a few sessions later. They may not be [I]totally[/I] incompatible, but they are often at loggerheads. You have to want a very specific kind of story--a story that only forms [I]after[/I] the action, not before nor during--and you have to be supremely tolerant of constant dead ends, The problem is, for a lot of people, there is no group story without the individual stories. For them--for me!--this is like saying, "the group story of the building is more important than the individual story of any one brick, so we can just allow 90% of the bricks to be broken before we use them, the building will still be what matters!" That's where the key breakdown point comes. You see the party story as being, in a sense, wholly independent of the individual stories. I see the two as fully co-dependent. You cannot have the individual stories without a party story for them to play out within, but you cannot have a party story without the individuals who make up that party. The more you lose of that party, the more the story decoheres until it's an utter mess. And, also from personal experience? I've lost a lot of players in my game. Not just characters, I've had at least 5 different players depart the game for IRL concerns that matter a lot more than a tabletop game does. No [I]death[/I] involved--but with the player gone, the story is necessarily at a dead end too. It wasn't too bad when we had a player leave in the first year or so. It was a little tougher when someone left in the middle of the third year. Since then, we've gained and lost another four other players, and...yeah it's really actually starting to become difficult to keep folks invested in the "party story" because they don't have any reason to be. They hear about things that other people did years ago and it just washes over them. Without the [I]personal[/I] connection, it's just a lot of events, and that personal connection takes a long time to build. So...yeah, you're right that it is possible to make these two mix, but it requires both a specific set of characteristics that a lot of players don't have, and it requires that you only engage with a particular style of story and relationship to the world. If anyone isn't interested in that style or that kind of relationship, or if multiple players just don't respond the right kind of way to stories, then it just isn't going to work. So it would be better to say that, while they [I]can[/I] be compatible, there are many games, many tables, where they simply will not mix. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How Often Should a PC Die in D&D 5e?
Top