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Need a safety net for 1st level characters -- it's complicated
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<blockquote data-quote="Pling" data-source="post: 6772923" data-attributes="member: 6789816"><p>Given what you have said-- and I respect what you are trying to accomplish in your world, I believe the solution is quite simple.</p><p></p><p>When characters die, they stay dead and the player rolls a new character. That new character is allowed to start with the same number of experience points that the dead player character had accrued. A funeral is had, and peace is made. The story then continues.</p><p></p><p>#2 and #3 below are mutually exclusive (meaning having them both as criteria is a logical fallacy) but here is my take.</p><p></p><p>1) Unlimited at low-levels (Players can reroll a character and come into the group as many times as is necessary. The show must go on.)</p><p>2) Meaningful consequences (Dead characters stay dead. Maimed characters stay maimed or retire from the story as the player chooses.)</p><p>3) A limited, consequence-free safety net that can be used as a buffer before even that situation needs to be implemented.</p><p>(When you reroll a new character you retain only one resource. Experience. Experience is connected to the player, not the character in other words. Experience also becomes the unlimited resource mentioned in #1.) </p><p></p><p>P.S. Side note: It sounds like you want to play Call of Cthulhu. Have you ever run a game of CoC? Almost completely what you describe. In Call of Cthulhu, it doesn't matter how many characters die or are rendered insane or ineffective during the story, what matters is that humanity lives on for one more day in an uncaring and cruel universe. In that sense, players take the win if they can.</p></blockquote><p></p>
[QUOTE="Pling, post: 6772923, member: 6789816"] Given what you have said-- and I respect what you are trying to accomplish in your world, I believe the solution is quite simple. When characters die, they stay dead and the player rolls a new character. That new character is allowed to start with the same number of experience points that the dead player character had accrued. A funeral is had, and peace is made. The story then continues. #2 and #3 below are mutually exclusive (meaning having them both as criteria is a logical fallacy) but here is my take. 1) Unlimited at low-levels (Players can reroll a character and come into the group as many times as is necessary. The show must go on.) 2) Meaningful consequences (Dead characters stay dead. Maimed characters stay maimed or retire from the story as the player chooses.) 3) A limited, consequence-free safety net that can be used as a buffer before even that situation needs to be implemented. (When you reroll a new character you retain only one resource. Experience. Experience is connected to the player, not the character in other words. Experience also becomes the unlimited resource mentioned in #1.) P.S. Side note: It sounds like you want to play Call of Cthulhu. Have you ever run a game of CoC? Almost completely what you describe. In Call of Cthulhu, it doesn't matter how many characters die or are rendered insane or ineffective during the story, what matters is that humanity lives on for one more day in an uncaring and cruel universe. In that sense, players take the win if they can. [/QUOTE]
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Need a safety net for 1st level characters -- it's complicated
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