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: 9536888" data-attributes="member: 6790260"><p>I mean, that's fair, but realistically, with the way people play characters today, if it takes almost five years for the character to be revived, that actually means <em>the character never gets revived</em>, because the campaign ends long before that. Campaigns that hit a third year are <em>rare</em>. We cannot design a game expecting that most groups hit that point. Because most don't.</p><p></p><p></p><p>Except that it <em>is</em>, if you don't start from three assumptions that are just flat not true about most games today. I already mentioned one, but I'll do both here:</p><p>1. Most campaigns run for several (3+) years, and have mostly cohesive participation across that time.</p><p>2. Most campaigns have players running several different PCs, which they rotate through regularly.</p><p>3. Creating new characters is very simple, takes very little time, and requires no special investment from the player.</p><p></p><p>The <em>vast, vast majority</em> of players are not interested in the second. They want to play one character at a time. Hence, if you're "handed an NPC" to play, that's effectively being <em>told</em> "okay, this is your character now, <em>have fun!"</em> And a lot of players just...aren't interested in doing that. Pregens are not well-liked, for good reason. They tell you what you WILL play, rather than allowing you to decide for yourself what you wish to play.</p><p></p><p>The first, sadly, just...isn't true of most groups. Even groups run entirely with friends. I am quite well aware that my DW game is a <em>rarity</em> for having had a relatively stable group for so long....and even then, none of the people who started this game are still in it today, except me, the GM. I would love it if most campaigns could be expected to run multiple years. That'd be an awesome world to live in. The sad fact is that we don't, and designing a rule system dependent on such things isn't going to magically change that fact.</p><p></p><p>The third hasn't been true of any edition of D&D created by Wizards of the Coast, and I would personally argue it wasn't even all that true at least by late-2e and probably a bit earlier. Blame it on Dragonlance, blame it on Tolkien fanboys pulling D&D away from the influences of Howard and Leiber, whatever--but the simple fact is that even creating a late-2e character could be quite the ordeal, and the general expectation of player investment into said character <em>at creation</em>, not exclusively <em>after many campaigns</em>, was already much higher.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9536888, member: 6790260"] I mean, that's fair, but realistically, with the way people play characters today, if it takes almost five years for the character to be revived, that actually means [I]the character never gets revived[/I], because the campaign ends long before that. Campaigns that hit a third year are [I]rare[/I]. We cannot design a game expecting that most groups hit that point. Because most don't. Except that it [I]is[/I], if you don't start from three assumptions that are just flat not true about most games today. I already mentioned one, but I'll do both here: 1. Most campaigns run for several (3+) years, and have mostly cohesive participation across that time. 2. Most campaigns have players running several different PCs, which they rotate through regularly. 3. Creating new characters is very simple, takes very little time, and requires no special investment from the player. The [I]vast, vast majority[/I] of players are not interested in the second. They want to play one character at a time. Hence, if you're "handed an NPC" to play, that's effectively being [I]told[/I] "okay, this is your character now, [I]have fun!"[/I] And a lot of players just...aren't interested in doing that. Pregens are not well-liked, for good reason. They tell you what you WILL play, rather than allowing you to decide for yourself what you wish to play. The first, sadly, just...isn't true of most groups. Even groups run entirely with friends. I am quite well aware that my DW game is a [I]rarity[/I] for having had a relatively stable group for so long....and even then, none of the people who started this game are still in it today, except me, the GM. I would love it if most campaigns could be expected to run multiple years. That'd be an awesome world to live in. The sad fact is that we don't, and designing a rule system dependent on such things isn't going to magically change that fact. The third hasn't been true of any edition of D&D created by Wizards of the Coast, and I would personally argue it wasn't even all that true at least by late-2e and probably a bit earlier. Blame it on Dragonlance, blame it on Tolkien fanboys pulling D&D away from the influences of Howard and Leiber, whatever--but the simple fact is that even creating a late-2e character could be quite the ordeal, and the general expectation of player investment into said character [I]at creation[/I], not exclusively [I]after many campaigns[/I], was already much higher. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How Often Should a PC Die in D&D 5e?
Top