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On the Importance of Mortality
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<blockquote data-quote="Reynard" data-source="post: 4016979" data-attributes="member: 467"><p>*This should go without saying, but the following are my opinions and not to be construed as statements of objective truth or badwrongfunism.*</p><p></p><p>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.</p><p></p><p><strong>Mortal Combat</strong></p><p></p><p>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.</p><p></p><p><strong>Random Death</strong></p><p></p><p>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.</p><p></p><p><strong>What Mortality Provides</strong></p><p></p><p>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.</p><p></p><p><strong>The Impermanence of Death</strong></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Reynard, post: 4016979, member: 467"] *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. [b]Mortal Combat[/b] 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. [b]Random Death[/b] 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. [b]What Mortality Provides[/b] 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. [b]The Impermanence of Death[/b] 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. [/QUOTE]
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