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How to deal with death in RPG?
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<blockquote data-quote="5ekyu" data-source="post: 7586819" data-attributes="member: 6919838"><p>Ok, so my first rule of rpg and death...</p><p></p><p>A discussion of "death, before and after" is vital to a campaign at day one. This is a huge issue and its critical everybody is on the same page. It is a very defining aspect of the campaign. Get agreement, one way or the other. It may wind up that some are at the wrong table and find that out early.</p><p></p><p>At my table, the before parts include</p><p>Nobody dies by dice alone! So, massive damage is gone, that rule not used. Death saves apply everytime. Spells with one save or die, put you to death saves although they may force harsher results otherwise. Similarly, spells with one save or out for long time get the same kinda three-save-race. NET RESULT- getting hit with these starts an "oh ####" drama instead of bring just a scene ender for someone. It becomes a vital issue for others to act right now.</p><p>Instead of material comps at the time of rezz, there are items called soul catchers that you need to be wearing when you die. They cost to get made and without them dead is dead. This tends to explain the world not being way off-kilter with raising being available after the fact for anyone,</p><p></p><p>At my table, the after part includes:</p><p>After-death scenes where the issue of "do you want to go back?" is played thru with ties to background, some challenging choices and even opposing or rival forces getting into the mix. Every time I ran one, the character came back with internal personal changes (player side, not forced) and often with info or outlooks that impacted campaigns. Every dead-and-back mattered a lot. </p><p>In a previous game, likely in this one too, I also added cults of rival status. One saw those that came back as abominations, insults to death gods, to be killed, likely after torture. Other cult saw them as blessed, prophets, etc. So, again, every death-and-back matters a lot with ongoing impacts.</p><p>Finally, in a previous campaign, I allowed "feats" that gave characters some medium mystic type options eith the prerequisite of dead-and-back. </p><p></p><p>The net result was that every PC dead and back was a major event, not just a glossed over thing, not just a tougher heal. They were personal moments of change. Even the more hard-core guys had a blast. One told me later "I regret my PC never died in that game cuz it missed out." He had built a major tough everything to not die type.</p><p></p><p>Frequently, the big complaint about games with rezz etc is that it makes death "meaningless" but my experience has shown me the key is not to refuse the comebacks but make it meaningful even if they come back. </p><p></p><p>These were some of the ways I managed that. </p><p></p><p>Not for everyone. </p><p></p><p>Maybe good for some.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7586819, member: 6919838"] Ok, so my first rule of rpg and death... A discussion of "death, before and after" is vital to a campaign at day one. This is a huge issue and its critical everybody is on the same page. It is a very defining aspect of the campaign. Get agreement, one way or the other. It may wind up that some are at the wrong table and find that out early. At my table, the before parts include Nobody dies by dice alone! So, massive damage is gone, that rule not used. Death saves apply everytime. Spells with one save or die, put you to death saves although they may force harsher results otherwise. Similarly, spells with one save or out for long time get the same kinda three-save-race. NET RESULT- getting hit with these starts an "oh ####" drama instead of bring just a scene ender for someone. It becomes a vital issue for others to act right now. Instead of material comps at the time of rezz, there are items called soul catchers that you need to be wearing when you die. They cost to get made and without them dead is dead. This tends to explain the world not being way off-kilter with raising being available after the fact for anyone, At my table, the after part includes: After-death scenes where the issue of "do you want to go back?" is played thru with ties to background, some challenging choices and even opposing or rival forces getting into the mix. Every time I ran one, the character came back with internal personal changes (player side, not forced) and often with info or outlooks that impacted campaigns. Every dead-and-back mattered a lot. In a previous game, likely in this one too, I also added cults of rival status. One saw those that came back as abominations, insults to death gods, to be killed, likely after torture. Other cult saw them as blessed, prophets, etc. So, again, every death-and-back matters a lot with ongoing impacts. Finally, in a previous campaign, I allowed "feats" that gave characters some medium mystic type options eith the prerequisite of dead-and-back. The net result was that every PC dead and back was a major event, not just a glossed over thing, not just a tougher heal. They were personal moments of change. Even the more hard-core guys had a blast. One told me later "I regret my PC never died in that game cuz it missed out." He had built a major tough everything to not die type. Frequently, the big complaint about games with rezz etc is that it makes death "meaningless" but my experience has shown me the key is not to refuse the comebacks but make it meaningful even if they come back. These were some of the ways I managed that. Not for everyone. Maybe good for some. [/QUOTE]
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