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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
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: 9536895" data-attributes="member: 6790260"><p>I wasn't asked, but I can do something with this.</p><p></p><p>Something I have tried to do with my campaign is give each character a connection to <em>something</em> in the background of the campaign. Sometimes these are pretty mild things, e.g. we had a Druid to start with, and I wanted to make a faction of evil druids, so...done! No need to work further than that, that's enough of a connection to get things started.</p><p></p><p>So, let's say we've got characters who have a reason to care about the various major threats running around. Cool. Now one of those characters dies. Alright, that's fair; just because the one person died doesn't mean nobody else has motives, we can develop new stuff with time.</p><p></p><p>But now imagine a full-on TPK. Say the players are game for this, and get invested in a new crop of weirdos. Now something new <em>and different</em> has to connect them to the villains, otherwise the story quickly moves in a pretty dull direction of "we do it because we're paid". I imagine I could probably do this a second time, though it would probably be quite rough around the edges for a while.</p><p></p><p>Now imagine a second full-on TPK. Okay...now we need a <em>third</em> crop of weirdos, and all of <em>them</em> need new and different connections to the campaign. Now imagine a third, a fourth, a fifth TPK.</p><p></p><p>By the time you've lost the whole party three times, it becomes really, <em>really</em> difficult to tell a satisfying, long-term story. You just don't have the time to play out character development, to see relationships or rivalries form between various PCs (or between one PC and other NPCs), unless you use really canned, prewritten stuff (e.g. "I'm Roberta, sister to the late Robert, and I will avenge the death of my brother!") Constantly losing the whole party really does lead to an inability to meaningfully tell a story outside of something really basic. Basic is good as a sometimes food, or as the day-to-day stuff between major events, but making it the whole of your narrative diet really does drag the experience down.</p><p></p><p>That's a thing where "overuse of character death" is an issue, in an actual gaming space. (Of course, the same problem occurs for the same reasons in a narrative setting, if you kill off all the main characters in a book even <em>once</em>, you are GOING to lose most of your audience--the only difference is that the line between character and audience is removed with TTRPGing.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9536895, member: 6790260"] I wasn't asked, but I can do something with this. Something I have tried to do with my campaign is give each character a connection to [I]something[/I] in the background of the campaign. Sometimes these are pretty mild things, e.g. we had a Druid to start with, and I wanted to make a faction of evil druids, so...done! No need to work further than that, that's enough of a connection to get things started. So, let's say we've got characters who have a reason to care about the various major threats running around. Cool. Now one of those characters dies. Alright, that's fair; just because the one person died doesn't mean nobody else has motives, we can develop new stuff with time. But now imagine a full-on TPK. Say the players are game for this, and get invested in a new crop of weirdos. Now something new [I]and different[/I] has to connect them to the villains, otherwise the story quickly moves in a pretty dull direction of "we do it because we're paid". I imagine I could probably do this a second time, though it would probably be quite rough around the edges for a while. Now imagine a second full-on TPK. Okay...now we need a [I]third[/I] crop of weirdos, and all of [I]them[/I] need new and different connections to the campaign. Now imagine a third, a fourth, a fifth TPK. By the time you've lost the whole party three times, it becomes really, [I]really[/I] difficult to tell a satisfying, long-term story. You just don't have the time to play out character development, to see relationships or rivalries form between various PCs (or between one PC and other NPCs), unless you use really canned, prewritten stuff (e.g. "I'm Roberta, sister to the late Robert, and I will avenge the death of my brother!") Constantly losing the whole party really does lead to an inability to meaningfully tell a story outside of something really basic. Basic is good as a sometimes food, or as the day-to-day stuff between major events, but making it the whole of your narrative diet really does drag the experience down. That's a thing where "overuse of character death" is an issue, in an actual gaming space. (Of course, the same problem occurs for the same reasons in a narrative setting, if you kill off all the main characters in a book even [I]once[/I], you are GOING to lose most of your audience--the only difference is that the line between character and audience is removed with TTRPGing.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How Often Should a PC Die in D&D 5e?
Top