What I don’t like is the GM keeping my character alive for their own purposes, or though it’s never happened to me: the forced resurrection.
Whoa. Yeah. I can’t quite wrap my head around either of those possibilities.
What I don’t like is the GM keeping my character alive for their own purposes, or though it’s never happened to me: the forced resurrection.
It's not necessarily that people are forgetting it, as much as it's an ambiguous term. Likewise, there's some disagreement about what the "role" term is supposed to mean.I think in some ways, some people are forgetting the “game” part of “role playing game”.
Some people are playing a game, that they enjoy, and they enjoy certain challenges that can be overcome within that game. Part of their "fun" is the idea that knowing that they fairly overcame those challenges, that their character, in the end, didn't have a thumb on the scale, or plot armor, and that they cheated death. They want that final, additional, outcome, with an emphasis on final, to be overcome.
It doesn't mean that these two forms are mutually exclusive, and they often bleed into one another. Games without death have stakes, and games with death can have emotional payoffs that have nothing to do with cheating and/or fearing the Reaper
I wanted to follow up on this.I merely wanted to push back on the idea that taking death off the table means that the story always ends in a preordained fashion. Lack of PC death doesn't necessarily equal GM storytime.
I gave XP, but I needed to comment about how much I agree. As a DM, we have the whole world as our playground except for a few individuals - the PCs. Let the players take them in the directions they want, and explore the consequences (good and otherwise) of what it means in the world. Don't be so attached to an outcome or plot direction that you overrule your players and railroad them down the path you envisioned.
I came up with a future plot for my ongoing campaign, where an ally of the players lures them into an ambush, by first 'trying' to split them up. I have no idea if this is going to work out at all the way I planned. I have no idea what will happen when I spring this trap on my players, but I try not to have any intended solution. What I do is, I create an exciting situation and then have the players react. How they react determines what happens next. It's like almost all the pieces are in place, but the players are the final missing piece that changes everything.
Maybe my villain is unable to split up the party at all. Maybe they'll get suspicious, regardless of how well he tries to hide his true intensions. Maybe a massive fight breaks out, and the players are all over the map going in all directions (that may be hard to manage, but we'll see). Or maybe the players use their diplomacy to talk their way out of this situation. Can they make the villain an offer that will sway his mind? I don't know. All I know is the motivation of the villain, and his sense of morality. Will this result in an epic escape, or an all out war? The players are not likely to peacefully surrender, but what if they do? I need to think about that outcome, rather than obstruct it. I suspect the players may unleash hell when they reach this part of the plot, but I am very curious to see what happens next.
Because this situation is so unpredictable, I'm probably going to have to prepare a lot for this session. I'll need to have multiple locations ready, in case they are needed. I'll need stats for all the important characters involved, because a huge fight could break out that involves them. I'll have to think of various action sequences that could arise from the actions of the players, and I'll have to specifically design the setting with this purpose in mind. If the players make an epic escape, the setting should provide them with the right ingredients to make this truly memorable. I also need to set up all of the details ahead of time, without the players having any suspicion of what is going to happen. I don't want some things to come totally out of left field. I should clearly establish what the location(s) look like, and which environmental details are present that may come into play when the trap is sprung.
It's not necessarily that people are forgetting it, as much as it's an ambiguous term. Likewise, there's some disagreement about what the "role" term is supposed to mean.
I'm trying a new houserule in my current game: PCs don't die unless the player says so.
In 13th Age, by default the party can "flee" at any point in a fight, and all the characters survive (unless they're already dead). The penalty is a "campaign loss," as in, something goes badly in the game world as a result. The rule doesn't prevent all PC deaths, but it's a big help. Back in 2008, I wrote up that rule and posted it on Gleemax, the short-lived digital platform that Wizards of the Coast sort of launched.