firesnakearies
Explorer
Hmm... some very interesting ideas here.
Thanks for the inspiration!
Thanks for the inspiration!
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 still haven't decided, but I can answer one thing...
I absolutely hate the "new character" thing in any kind of ongoing campaign. My campaigns are like a continuous story, and once the PCs enter the story, they ARE the protagonists, and the campaign is ABOUT those specific characters from then on.
I don't want the players making new characters, ever, in any given campaign.
So I basically have to set up a scenario which makes sense in-game and has a nicely justified story reason, wherein the characters will always be brought back when they die, even when there's no Raise Dead available for them.
But I don't want it to be without cost, so that the game turns into some kind of video game where the players just laugh at death and throw their lives away with abandon, because they know that they'll always come back.
At the same time, I don't want to impose some kind of horribly crippling penalties which will permanently gimp the characters such that they won't want to play them anymore.
I'm definitely going to use the idea about having narrative consequences, but also come sort of actual mechanical detriment which is unpleasant enough to make avoiding death important, but not so terrible that the players feel unduly punished or screwed over when their characters die.
As for frequency of death, I don't necessarily want to run an ultra-deadly game where the PCs are constantly being butchered, but I also want to feel very free to run the game "as it would be" without having to constantly pull punches and contrive reasons to bail the PCs out time and again, just so that they don't die.
I want the story and the challenges in it to be fair, and equivalent to the PCs' capabilities. But that fairness includes a very real chance of death if and when the PCs make poor choices, are overly reckless, ignore warnings, or simply play stupidly in dangerous situations.
But I never want that death to END the ongoing story, not even for a single one of the main characters. I just want it to sting them enough that they try hard to avoid it happening the next time.
Because rolling up a fresh toon who is at full power is probably better than dealing with Gimpy McChestwound over here.
OK, I think I can lob one bit of helpful info in here:I absolutely hate the "new character" thing in any kind of ongoing campaign. My campaigns are like a continuous story, and once the PCs enter the story, they ARE the protagonists, and the campaign is ABOUT those specific characters from then on.
Bang goes any thought of my playing in your game, I suppose. Any character under my control is a dead thing walking; it just hasn't realized it quite yet.I don't want the players making new characters, ever, in any given campaign.
If they're like most, once your players realize their characters can't permanently die, they'll go gonzo on you. It'll take about 1-2 "deaths" each before this realization sinks in.So I basically have to set up a scenario which makes sense in-game and has a nicely justified story reason, wherein the characters will always be brought back when they die, even when there's no Raise Dead available for them.
But I don't want it to be without cost, so that the game turns into some kind of video game where the players just laugh at death and throw their lives away with abandon, because they know that they'll always come back.
OK, that's a start...Yeah, I see that I didn't communicate well.
I didn't mean that I wouldn't allow the players to retire/abandon their character and bring in a different one, if that's what they wanted. And of course I'd work with them on the narrative manner in which their character left the story, so yeah, if the player really wanted his or her character to die permanently in battle, or whatever, I'd let that happen.
Then don't. Accept the fact that stuff happens; that sometimes even heroes die, and run with it.What I'm saying is that I never want to force a player to lose their character, especially not just because the dice happened to fall that way.
What I'm also saying is that I don't want to have to come up with some deus ex machina, contrived bail-out idea, on the fly, any time a character does die.
This also is not realistic; some characters simply do more (and thus deserve more ExP) than others. Trying to keep them all the same level all the time might be just asking for a headache.That way, no one character gets behind the others,
Interesting idea. Not sure how well it'll fly in practice, and it really butchers the idea of being allowed to retire or permanently die...I'm not sure how practical it is to bind the party together this forcefully.Effectively, the artifact is the thing which empowers them to actually go out and be heroes, and fight the good fight, because it basically makes them immortal. But at the same time, it's this very evil thing which is enacting a terrible price whenever they fail. They'd know that eventually, if they died enough times, they'd be killing vast swaths of the populace by dying again, so presuming that they were basically good characters, the aversion to taking all of those innocent lives might make them even more careful with their own lives than they would be normally.
Except leave. Nobody can ever leave the party as they're all bound to this artifact. What this does is railroad the *players* (as opposed to their characters) into playing a certain style (cautious and co-operative) and into keeping the same characters from start to end. It also takes away their choice as to whether to raise a character or not.Being bound to this artifact would also serve as a means of keeping them together, and give them a common ground goal to work on, despite any differences between them. A bit railroady, potentially, but I'd try hard to give them as much freedom as I could, outside of the basic fact of the artifact's power itself, to do whatever they want.
Sounds like you're verging into Cthulu territory here...There'd be roleplaying effects, too. The more they died, the more the artifact would get inside their heads, giving them vivid and horrific nightmares, whispering in their minds, causing people to fear them, essentially trying to wear away their humanity over time.
I can see this working for a few adventures, but after that it'd become more stress-inducing than fun. You might want to have an exit strategy handy for the artifact so you can get rid of it if the players seem fed up with it.I'd want them to really come to hate this cursed thing, and want to destroy it, so they wouldn't feel like, "Hey, the DM just gave us this cool item which resurrects us automatically! This is awesome!" I mean, if I was running a game for a bunch of powergamers, or people playing evil characters, then it wouldn't work. But my players will be really trying to roleplay heroes, or at least characters who are mostly trying to do the right thing.
I can see interesting ethical choices coming up with this, trying to balance the need to take risks in order to defeat evil, save lives, or protect the lands, with the need to keep themselves alive, if for no other reason than to prevent the artifact from killing the children at the farm down the road due to the PCs' hubris.
Instead of having it be a campaign-long thing, restrict it to at most a single story-arc. I've no idea how long you're expecting this campaign to go overall, or how many adventures it'll run, but you could set it up such that they find the artifact in, say, their third adventure; and if they do the right things they'll be rid of it maybe 2 or 3 adventures after that. That way, you've got several adventures where they can't die, so they can build their powers and wealth up, but there's still a way for them to get off the train later.Is this an absolutely worthless idea, or can this be polished up into something decent? I need to come up with a really rich story behind it, of course, and then nail down the mechanical specifics. I think it has potential, though, to accomplish the things that I want without trivializing death or making the players feel like I'm just "giving" them something.
I'm worried that it might feel too heavy-handed or railroady, though, so I want to try to figure out how to counterbalance that. I mean, the PCs will be able to destroy the thing, but presumably that's going to be a campaign-long effort. So how do I burden them with this, without it being too restrictive or forced-feeling?
I'd find it stressful to play, myself...particularly if I was playing a goodly-type; and I pity any of your players who might have any streak of gonzo-ness to them.Is that too vicious? Would most players hate a game like this?
I, personally, would really like it, as a player. But I like a lot of duality and dark anti-hero kind of stuff. I like stories where the line between the heroes and the monsters is extremely thin, but ultimately the inner moral fire of the protagonists makes the difference and allows them to succeed and achieve a greater good, despite leaving a trail of suffering in their wake.