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Need Some Ideas On Dealing With Death.
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<blockquote data-quote="firesnakearies" data-source="post: 4552877" data-attributes="member: 71334"><p>I still haven't decided, but I can answer one thing...</p><p></p><p>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.</p><p></p><p>I don't want the players making new characters, ever, in any given campaign.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I'm definitely going to use the idea about having narrative consequences, but also some 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="firesnakearies, post: 4552877, member: 71334"] 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 some 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. [/QUOTE]
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