Of Mooks, Plot Armor, and ttRPGs

As has been said many, many times, death is not the only important fail state.
I apologise if I missed you posting this. I think that @Lanefan and @bloodtide have denied this, and I understood you to be broadly in agreement with them.

But it has to be a possible fail state in situations where it logically, by the rules of the setting, could be. If you're in a situation that, were it to happen in real life, could possibly lead to death, that possibility has to exist in a game simulation of that situation for me to take it seriously.
To be honest, I find it hard to believe that you mean this literally.

In real life, people can die from quite small falls (eg climbing ladders), have sudden and shockingly unexpected aneurisms, etc. Yet these things are not part of any version of D&D that I'm familiar with.

That's before we get to the "plot armour" that hit points provide, such that (eg) the 10th level fighter whose hit points are at max is not at risk of dying from a crossbow shot, even though in real life we all know that crossbow shots can be fatal.

Given that, presumably, you do take at least some of your D&D play seriously, I have to infer that you are imposing some further criterion although I am not 100% sure what it is.
 

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I think this is hitting on the nut of the thing. Some of us were chatting earlier and I mentioned something that we did in a D&D game WAY back when. Instead of acting like typical D&D characters, our PCs decided they would act basically a lot like normal people might, granted ambitious ones. So, we went to the Dungeon Entrance, after buying some men-at-arms, a couple crossbows, a couple big tower shields, and a mule. Now, we were pretty broke after that (we pooled our starting gold). So we carefully explored the mazy dungeon a bit until we found some gold pieces, killing a couple level 1 monsters in the process.

So, now we go back to the town, and the fighter goes to the local lord and says "hey, we've found a dungeon, if you give us an exclusive delving license, we'll follow all your rules, cut you in for your share, report all our hauls, and whatever other reasonable rules you want." So he says "Sure, why not?" Next we go to the moneylenders and get them to front us like 100gp for better equipment, and make them partners in 'The Dungeon Company'. Now we proceed to systematically exploit this dungeon like we're miners, not 'adventurers'. We build wooden hordings that we can push down the hallways, carefully survey everything, block off any area we aren't interested in exploring, and basically just do what any actual living breathing people that want to clear out a dangerous place would do. We plan out every little trap clearing op, build simulations of the complicated traps and work out how to disarm them under safe conditions, etc. etc. etc. Sure, there's danger, Jelly Cube eats one of our walls, we come back with lots of fire and that's that, etc.

The point is, this lead to a discussion of the UTTER CRAZY NONSENSICAL NATURE of the characters in adventure games of a D&D-esque ilk. What insane person wants to just do stupidly dangerous crazy things? Nobody in a million years would ever behave ANYTHING like a typical D&D character, not unless they were literally certifiably mad. People in the real world exist like that, sure, but most of them die young, and the rest are looked at a bit askance at the very least. They are also fantastically unusual, and I'd say that a game which can only handle play where that sort of character is ALL OF THE PCs is somehow bent. It sure isn't a very sophisticated RPG!

Now, we CAN come up with reasons why you might have someone a bit more like an adventurer, but NOW you get into games where the story is a LOT more like something that could be brewed up in Dungeon World or Torchbearer. That is, you got no choice, the world craps on you, and you have to respond. Something happens, you take what resources you've got, and you deal with it. Now, you can play D&D that way too, but here we are at the point where I hear people objecting that "stuff shouldn't constantly just happen to the PCs." Well, sure, that's nice, but its that or you're kind of a psycho, or maybe alternately you can play our 'Dungeon & Co.' style campaign where we mined the dungeon (totally the players idea, BTW, the GM thought we were the crazy ones until we explained it to him).

My point, ultimately, is that you cannot really say that you're role playing in any significant way if the characters are just these crazy murder hobos effectively. It just doesn't make sense. I remember thinking the same sort of thing about Traveller games, like "Why don't they just sell the Free Trader and like buy a mansion and retire right now before play even starts?" Sure, you can come up with some reasons why not, but you're playing a very narrow range of characters when you have to always do that!
I support the Dungeon Company idea. I've seen it done more than once back in the day, and it does make a heck of a lot of sense.
 

I apologise if I missed you posting this. I think that @Lanefan and @bloodtide have denied this, and I understood you to be broadly in agreement with them.

To be honest, I find it hard to believe that you mean this literally.

In real life, people can die from quite small falls (eg climbing ladders), have sudden and shockingly unexpected aneurisms, etc. Yet these things are not part of any version of D&D that I'm familiar with.

That's before we get to the "plot armour" that hit points provide, such that (eg) the 10th level fighter whose hit points are at max is not at risk of dying from a crossbow shot, even though in real life we all know that crossbow shots can be fatal.

Given that, presumably, you do take at least some of your D&D play seriously, I have to infer that you are imposing some further criterion although I am not 100% sure what it is.
I am speaking generally, yes. In the sort of dangerous situation commonly faced by adventurers, where death should be a possibility, I want it to be.
 

It's not all worthless. That said, one thing that makes the GRRR Martin books truly excellent is that major characters can and do die, sometimes before their own story arcs are really finished.
Oh, I agree, but its the OTHER aspects of the characters that make that interesting. I mean, you aren't moved by the description of some rando getting offed. When John Snow dies, then it has weight, but its because of all the OTHER stuff about him, and in fact I don't recall his actual death being all that thrilling, it was more just sad.
 

Game Example:

The players all make elves and Pete makes his character the prince. Pete's backstory is his father treats him like a 'kid' and he wants to be seen as an adult. They come up with a plan that lets some goblins into the castle. The goblins steal a lore gem and get away. The The player characters, prince and his companions, jump up to "get it back" : after all they hired the goblins to steal it. So they head off on the quest to "find" the goblins and get the lore gem back. Not too shockingly the goblins betray them

In the fight though.....the elf prince player character is killed. Now what?

The "whole game" revolved around the story of that elf prince, so what do the other character do? Well, the players don't just quit and say "game over". They keep going. Pete rejoins the game as a helpful feed prisoner of the goblins character.

But what does the group do? Go back to the kingdom? Return the gem and the princes body? Tell the king what happened on the surface? Tell the king the Whole story about how they and the prince set everything up from the start? Do they just run? There is lots of drama here, that only comes because of character death.
 

Perhaps, but it does mean wealth is on the line at least in those editons.

If I-as-character wasn't prepared and ready to pay that price I wouldn't have supported the coup, would I? Or at the very least, my support would have been covert all the way.

But the coup failed, and now my only viable option is to declare those parts of my past dead to me now, and move on as best I can.

One can care about a setback while still accepting it as having become a fact of life. OK: the coup failed, I can't go home, I'm almost skint, and I'm probably named on some "wanted" posters. Rather than bemoaning these things, as an adventurer/knight/thief/(etc.) I have to ask myself in-character what I can do next to both stay out of jail and get my adventuring/knightly/thieving/(etc.) career back on track.

I intentionally try to avoid playing angst-ridden characters who take every failure to heart; too much of that and I'll very quickly stop looking forward to the games. :)
Angst-ridden? Lets think for a few seconds about how you would feel, in the real world, if bad people overthrew the government of your country and forced you into exile. I mean, really think about it, not just give it some very surface attention. You wouldn't be 'angst-ridden' to be angry, depressed, vengeful, sad, horrified, etc. etc. etc. That's NORMAL HUMAN 101! I want a PC that actually has real actual reactions to things and cares and concerns and isn't just a device for playing the game where if such feelings are a bit inconvenient to play then you say "Oh, I don't want to be angst-ridden." Really, I just find that kind of play super shallow on the RP side. I agree that it is very convenient for a certain type of play (which happens a lot in D&D) but role play? Barely.
 

They have trouble making a new one, due to how much they invested in the prior one. People often get attached to a character, and losing it is then a major thing. It can engage human feelings of loss, like a dear friend moving across the country is a loss.

"The story," they were invested in was the story of their character in the campaign, not the campaign as a whole. A new character is not, for them, a continuation of the old story, but a new story, that is calling for a new investment from them. Just like you can't swap in a new person for a friend who has left, some can't just swap in a new character. They effectively need to build a new relationship before the game experience is anywhere near equivalent.
All that you say here is true, but I want to add a couple other vital elements: In a story-based game, the web of relationships between the characters (and key NPCs) is just as important as the character's individual story, and very difficult to replicate with a new character. Then, more nebulous and harder to quantify, there's the way each character uniquely addresses the theme of the campaign - which is also hard to replicate.

@Campbell described it well, the 'alchemy' of creating a new character that will address the key concerns of the campaign. It is not just a matter of rolling up new stats! You need to know how this new character will fit in to the group and into its environment and world.
 

Game Example:

The players all make elves and Pete makes his character the prince. Pete's backstory is his father treats him like a 'kid' and he wants to be seen as an adult. They come up with a plan that lets some goblins into the castle. The goblins steal a lore gem and get away. The The player characters, prince and his companions, jump up to "get it back" : after all they hired the goblins to steal it. So they head off on the quest to "find" the goblins and get the lore gem back. Not too shockingly the goblins betray them

In the fight though.....the elf prince player character is killed. Now what?

The "whole game" revolved around the story of that elf prince, so what do the other character do? Well, the players don't just quit and say "game over". They keep going. Pete rejoins the game as a helpful feed prisoner of the goblins character.

But what does the group do? Go back to the kingdom? Return the gem and the princes body? Tell the king what happened on the surface? Tell the king the Whole story about how they and the prince set everything up from the start? Do they just run? There is lots of drama here, that only comes because of character death.
I agree, there is some real dramatic potential there. Which is why if I were helping create that scenario, the elf prince would be an NPC! His death would have been planned from the start, or at the very least have been left open to inevitable chance.

As a PC, that game would be entirely unsatisfying from my view. I never got to address the issues involved - never got to win my father's respect or else get disowned and have to deal with that.
 

Yeah, I've just never felt or played that way. I enjoy my PCs, but when they die I move on. My old group played that way too, and none of us were ever broken up about having make a new PC. The story goes on.
Yeah, I am actually not THAT attached to a PC. I mean, I've played 1000's of characters in RPGs. I would say its more like, say, you were trying to forge a fine sword. You go through a bunch of steps, and you get to a certain point, and you screw it up. Well, you're going to go back and start over, but there's probably a moment of frisson, that point where the whole mental model of what you were doing crumbles. It is just, after all, a PC.

But in something like our BitD game, the death of a PC would just be weird. Its hard to work out where you go with that. I mean, some deaths might be pretty cool, but it is not a game where you could easily just bring in another PC, it would definitely change the direction and content. It might well work out OK, but it is pretty weird to think of something like that being just random. I would kinda want to have fun with it at least! "Some Bluecoat gunned you down in a back ally" probably doesn't cut it.
 

Which is fine.

But, having identified that, when discussing the topic, it pays to remember that there are aspects to character death that other people need to manage that you do not.
Thinking about it more, I think its highly game dependent. Like in BitD (at least our game) it feels like it would be pretty hard, especially now towards the end of the story arc, to meaningfully switch PCs. OTOH lets say we start a Stonetop game, the TOWN is a major character, and there are plenty of NPCs there who have a stake in it, which pretty much puts them in a place where they can logically become PCs and the system gives you lots of ways to 'slot them into' the role of "someone important to the survival of Stonetop." So, I think that game will handle PC death a bit easier. I'd note that neither BitD nor DW/Stonetop take death off the table. It isn't even that hard to die in Dungeon World really, though its maybe a bit less deadly than Basic D&D.
 

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