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PC mortality and revival
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<blockquote data-quote="Wik" data-source="post: 5567112" data-attributes="member: 40177"><p>I'm a fan of hard to die, hard to come back. Or, rather, once you're dead, you're dead, but if you're dead, you saw it coming.</p><p></p><p>The first example that springs to mind would be earthdawn, but there are many others - d6, Shadowrun, pretty much any non TSR game in the 90s. Death being the final frontier is great in my book, because it does keep fear in the players' hearts. </p><p></p><p>But giving a bit of a buffer before PCs die, rather than say BECMI's one hit kills, is probably a good idea. If players have a round or two to escape those orcs they thought were pushovers, it allows for better investment in the characters and less "Bob The Fighter" syndrome, which can suck.</p><p></p><p>Not to mention that a game in which a PC dies every session is only fun for a few sessions before it turns into an "us versus them" situation with the players on one side of the screen and the GM on the other. I don't think that's a healthy atmosphere to maintain in long term campaign play. </p><p></p><p>That being said, a game in which PC death is very difficult to come across (4e springs to mind, personally, especially at paragon and epic), is not a game I enjoy these days. I think losing the fear of death leads players into getting lazy, and the game suffers as a result. </p><p></p><p>However, it all really depends on how you define "hard to kill". I find Shadowrun characters hard to kill simply because they have so many ways to avoid getting hit or taking the damage - but once you get down to it, a single bad die roll can kill an unlucky character. Some people would say shadowrun is very much an "easy to kill, hard to revive" setting for that very reason.</p></blockquote><p></p>
[QUOTE="Wik, post: 5567112, member: 40177"] I'm a fan of hard to die, hard to come back. Or, rather, once you're dead, you're dead, but if you're dead, you saw it coming. The first example that springs to mind would be earthdawn, but there are many others - d6, Shadowrun, pretty much any non TSR game in the 90s. Death being the final frontier is great in my book, because it does keep fear in the players' hearts. But giving a bit of a buffer before PCs die, rather than say BECMI's one hit kills, is probably a good idea. If players have a round or two to escape those orcs they thought were pushovers, it allows for better investment in the characters and less "Bob The Fighter" syndrome, which can suck. Not to mention that a game in which a PC dies every session is only fun for a few sessions before it turns into an "us versus them" situation with the players on one side of the screen and the GM on the other. I don't think that's a healthy atmosphere to maintain in long term campaign play. That being said, a game in which PC death is very difficult to come across (4e springs to mind, personally, especially at paragon and epic), is not a game I enjoy these days. I think losing the fear of death leads players into getting lazy, and the game suffers as a result. However, it all really depends on how you define "hard to kill". I find Shadowrun characters hard to kill simply because they have so many ways to avoid getting hit or taking the damage - but once you get down to it, a single bad die roll can kill an unlucky character. Some people would say shadowrun is very much an "easy to kill, hard to revive" setting for that very reason. [/QUOTE]
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