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Need Some Ideas On Dealing With Death.
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<blockquote data-quote="justanobody" data-source="post: 4553401" data-attributes="member: 70778"><p>Pardon me If I point out a possible DM error. What do the players want?</p><p></p><p>Do they also want to use the same character for the entire campaign?</p><p></p><p>If they do, then they are like any other D&D player, and it sucks losing a character, but sometimes that is just what happens.</p><p></p><p></p><p></p><p>I am thinking if you don't want the players to ever need a new character, but want death to seem important to the players, then you have a BIG problem, and not one the game can rally help with.</p><p></p><p>So how to let the players fear death and yet allow them to play the same characters from beginning to end being your, and hopefully their, goals....</p><p></p><p>Let them die. Offer places and ways for them to come back to life. There is little in the way of removing items that would help when they come back, unless the players are always stealing from each other, or you tithe returning to life.</p><p></p><p>The easiest DM intervention would be have them under guidance of a deity that wants them to succeed, but you risk railroading the players that way and even death to appear frivolous.</p><p></p><p>So the biggest problems is when they are away from somewhere that can offer returning to life, how do they come back, right?</p><p></p><p>This is what you need to work for your story?</p><p></p><p>How about an artifact?</p><p></p><p>The entire campaign is done in the name of a deity, and this artifact has the ability of returning one life from death per week.</p><p></p><p>This makes a TPK a real possibility and something the players need to avoid, but also means that a single character alive can return the rest of the party over time, and that each death has meaning because the delay caused by the artifact ability causes downtime in which the death has made a real impact on the story. The dead must be taken somewhere safe to come back to life or risk dying again prior to a good night's rest.</p><p></p><p>Once per week, does not allow for just respawning where you died, and must be worked into the story a bit more than poof you came back to life. The players can feel the loss of the character with the downtime across the entire party.</p><p></p><p>Best I can come up with without knowing a LOT more about your game, and that may still not fit into your world. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="justanobody, post: 4553401, member: 70778"] Pardon me If I point out a possible DM error. What do the players want? Do they also want to use the same character for the entire campaign? If they do, then they are like any other D&D player, and it sucks losing a character, but sometimes that is just what happens. I am thinking if you don't want the players to ever need a new character, but want death to seem important to the players, then you have a BIG problem, and not one the game can rally help with. So how to let the players fear death and yet allow them to play the same characters from beginning to end being your, and hopefully their, goals.... Let them die. Offer places and ways for them to come back to life. There is little in the way of removing items that would help when they come back, unless the players are always stealing from each other, or you tithe returning to life. The easiest DM intervention would be have them under guidance of a deity that wants them to succeed, but you risk railroading the players that way and even death to appear frivolous. So the biggest problems is when they are away from somewhere that can offer returning to life, how do they come back, right? This is what you need to work for your story? How about an artifact? The entire campaign is done in the name of a deity, and this artifact has the ability of returning one life from death per week. This makes a TPK a real possibility and something the players need to avoid, but also means that a single character alive can return the rest of the party over time, and that each death has meaning because the delay caused by the artifact ability causes downtime in which the death has made a real impact on the story. The dead must be taken somewhere safe to come back to life or risk dying again prior to a good night's rest. Once per week, does not allow for just respawning where you died, and must be worked into the story a bit more than poof you came back to life. The players can feel the loss of the character with the downtime across the entire party. Best I can come up with without knowing a LOT more about your game, and that may still not fit into your world. :( [/QUOTE]
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