firesnakearies
Explorer
I don't like character death. Well, I do, actually. I just don't like the aftermath. I'd like to run games where there really isn't any permanent character death, where there's never a "okay, roll a new character" moment for anyone.
However, I do NOT want death to be trivial, meaningless, or something that the players will casually suffer in a fearless, blase manner. I want death to matter, I want it to sting, I want it to be scary, and I want the players to try to avoid it just as much as they do now.
I just want a system or a narrative safety net in place, ahead of time, which makes death merely a Highly Negative Event rather than the end of a character or a campaign. Ideally, something that doesn't feel contrived or silly, something which doesn't rob the campaign of dramatic tension or a sense of consequences.
I also want to reduce the absolute necessity of spending lots of money when people die. I mean, I definitely still want the Raise Dead ritual to be in, and I want the PCs to have it, to use it, and for it to be very important and beneficial for them. But I don't want it to be the only option. I want the players to see it as an expensive way for them to ease the detriment or hassle of death, if they're able and willing to pay the cost. But not to feel like it's the only option, such that a few deaths now and then serve to completely drain the party's financial resources.
How do I punish the PCs for dying without ending the story or removing a character from the game, while NOT hurting them so much that it simply makes it even MORE likely that they'll keep dying, in a way which makes them cautious and hesitant to throw their lives away, yet which doesn't simply piss them off due to heavy-handedness of penalization?
Mechanical ideas would be nice, but even more so, I'm interested in a narrative, in-story concept for this "death safety net" which seems cool, rather than trumped up or hokey.
Thanks!
However, I do NOT want death to be trivial, meaningless, or something that the players will casually suffer in a fearless, blase manner. I want death to matter, I want it to sting, I want it to be scary, and I want the players to try to avoid it just as much as they do now.
I just want a system or a narrative safety net in place, ahead of time, which makes death merely a Highly Negative Event rather than the end of a character or a campaign. Ideally, something that doesn't feel contrived or silly, something which doesn't rob the campaign of dramatic tension or a sense of consequences.
I also want to reduce the absolute necessity of spending lots of money when people die. I mean, I definitely still want the Raise Dead ritual to be in, and I want the PCs to have it, to use it, and for it to be very important and beneficial for them. But I don't want it to be the only option. I want the players to see it as an expensive way for them to ease the detriment or hassle of death, if they're able and willing to pay the cost. But not to feel like it's the only option, such that a few deaths now and then serve to completely drain the party's financial resources.
How do I punish the PCs for dying without ending the story or removing a character from the game, while NOT hurting them so much that it simply makes it even MORE likely that they'll keep dying, in a way which makes them cautious and hesitant to throw their lives away, yet which doesn't simply piss them off due to heavy-handedness of penalization?
Mechanical ideas would be nice, but even more so, I'm interested in a narrative, in-story concept for this "death safety net" which seems cool, rather than trumped up or hokey.
Thanks!