On the Importance of Mortality

Reynard

aka Ian Eller
*This should go without saying, but the following are my opinions and not to be construed as statements of objective truth or badwrongfunism.*

Player Character mortality -- the very real possibility of a character dying -- is an important component of play. The threat of death by action or inaction is a motivating force that motivates play beyond the "killing things and taking their stuff" paradigm. In addition, it fosters more plausible character behavior in the face of the dangers and horrors characters encounter as a matter of course in D&D.

Mortal Combat

In any given combat, there should be a threat of death. While a charcter's level, abilities and other strengths will certainly inform how likely death actually is, no aspect of the characters or the rules should completely, or nearly so, eliminate this threat in the players' or their characters' minds. The abstract nature of the combat rules in D&D, combined with the power curve inherent in the level system, can make it appear as though characters are invincible against certain foes (a party of 10th level heroes versus a band of goblins, for example). One mitigating factor to this attitude is the uncertainty inherent in the dice. Even the lowly goblin can hit 5% of the time, and possibly crit. Another mitigating factor is tactical play on the part of the DM. That band of goblins does not appear to be much of a threat in an empty room, but as an ambush on a forest road or in their warren where all the environmental factors are to the goblins' advantage the threat becomes much clearer. And it is the clear presentation of the threat, not an actual character death, that provides the important function inherent in character mortality.

Random Death

Even outside of combat, adventuring is dangerous business. The environments into which adventurers go to seek out fame and fortune are often hostile, even when not teeming with monsters. A fall from a high cliff or down a chasm can end a character's life as easily as a sword in the ribs, or even more so. The spores, molds and fungi (the ones that aren't actually "monsters") that grow in the underdark can kill just by being there. And of course there are traps, from swinging scythe blades to poison needles to spiked pits. The existence of these kinds of dangers force players to use at least some of their resources to guard against them, if the consequences of failing to do so are made clear.

What Mortality Provides

Character death shouldn't be punitive -- it should be a natural consequence of the many elements that encompass play: player choice, uncertainty, the rules and the DM. It only "teaches" insofar as after it occurs, or nearly occurs, it should inform the players' future actions. DMs should never "decide" to kill PCs because doing so cheapens death as a consequence -- if it is inevitable, the only behavior it fosters is the players getting up and leaving the DM's table (as well it should). Nor should players be given control over their own mortality in a narrative context ("I want to die heroicly on the High Clerists Tower") for much the same reason.

The Impermanence of Death
Typically, death in D&D is a temporary condition. How temporary, which is less a function of the rules than it is a function of DM choice, informs the degree to which character mortality achieves or fails to achieve its intended function. If death is essentially permanent because the processes by which characters are returned to life are impossible for characters to use, character mortality is extremely powerful. However, under these circumstances, a sense of fatalism can result that eclipses the benefits of the recognition of the character's mortality. Equally problematic is ressurrection that is too easy. If returning from the dead is cheap, abundant and/or without consequence, mortality becomes "time out" at worst.

I have found that the best way to ensure that there is a sense of player character mortality is to simply let the dice fall where they may. Even if the odds are consitently stacked in the PCs' favor, uncertainty will provide the necessary threat.
 

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Consequences for player character failure are important. Mortality? Not so much.

If death is the only meaningful consequence for failure, then that's pretty clear evidence of a shortage of meaningful consequences in the campaign, one that reflects either a lower level of investment on the part of the players --which in and of itself isn't a bad thing-- or a lack of imagination on the part of the DM --which is.

YMMV, of course...
 

Chance of failure (including, but by no means exclusively, DEATH) is a major part of any gaming I care to do.

I've been in games with DMs who were unwilling to let a PC die... and it just sucked.
 

Mallus said:
Consequences for player character failure are important. Mortality? Not so much.

If death is the only meaningful consequence for failure, then that's pretty clear evidence of a shortage of meaningful consequences in the campaign, one that reflects either a lower level of investment on the part of the players --which in and of itself isn't a bad thing-- or a lack of imagination on the part of the DM --which is.

YMMV, of course...

Nowhere did I suggest that death was the only meaningful consequence of failure. But death as a consequence has a specific (and important) impact on play. Other consequences have similarly specific impacts on play, but they are different.

Feel free to start a thread discussing how, for example, loss of real property impacts play. That's a potentially interesting discussion. But it isn't equivalent to, nor does it have the same impacts as, mortality. Nor, I would wager, is it nearly as common an experience.
 

Drowbane said:
I've been in games with DMs who were unwilling to let a PC die... and it just sucked.

The problem is that it makes certain kinds of choices made by the players and/or their characters meaningless.
 

Imo current and previous editions have been way too lethal on PCs.

Threat of death needs to exist, but good play should be able to reliably counter it. Dying despite making the right choices and wise plans simply outright sucks the fun from the game.

I recently lost a valued cohort even though everyone agreed my decisions were sound. It grates to have characters die due to bogus mechanics (ability damage) or through a massive, sudden, and random dump of damage.

Character death should to be rare and occur due to poor player decision making despite the presence of indicators to make good player decisions.
 

FreeTheSlaves said:
Character death should to be rare and occur due to poor player decision making despite the presence of indicators to make good player decisions.

Out of curiosity, is it actual death that you find unfun? In other words, if "bogus mechanics" and "massive damage dumps" resulted in, say, a "comatose" state instead, would that be different. I ask because I am trying to determine if you issue is with death or uncertainty.
 

I'm with Reynard on death.

All men die and no one and nothing continues forever.
And sometimes men die for good reason, and sometimes by accident, and sometimes by tragedy, and sometimes well, and sometimes poorly, and sometimes self-sacrificially, and sometimes selfishly, and sometimes justly, and sometimes unjustly. And sometimes you can do everything right, even in the right cause, and still die, or have your comrades die.

And there is an important lesson in that kinda thing.
Sometimes even a game should express something more important than just fun.
That doesn't mean men should give in softly to death, or not try to conquer it, in his life, or his imaginings, but sooner or later, everyone falls.
It is the way things are.

That is, everything has a time and a season.
Life has hers, death has his.
 

I don't agree completely. In an instance where someone wants their PC to die heroically, why wouldn't you let them? If dieing is part of the game (as it is), and the object of the game is to have fun, why do you object to allowing a PC dieing in a way that is fun for the player?

As for things that suck the fun out of games, losing equipment is much worse than mere death! (But I'll agree that a game where death is impossible would have me trying to get my character killed any way I could!)
 

I pretty much agree with Reynard as well here, except that if a player has an idea in mind for a heroic or dramatic death for one of her characters I've no problem working that in...provided, of course, said character lives long enough to arrive at the intedned place and time for said heroic death. :)

I had this happen recently as player, in fact: I had an idea in mind for how my character was going to dramatically end her adventuring career, essentially by leaving a long and tearful suicide note before taking her own life once the party had got back to town, in remorse for some rather world-changing things she had done in the field (long story). Only problem was, she died before getting back to town...and as she was intending to kill herself anyway, it made no sense to do anything other than decline resurrection...

Lanefan
 

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