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[+] Questions for zero character death players and DMs…
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<blockquote data-quote="EzekielRaiden" data-source="post: 8712026" data-attributes="member: 6790260"><p>Oh, I would <em>never</em> say that death cannot add to the story <em>at all</em>, it surely can add a lot. A cleverly-used death situation can lead to all sorts of interesting events. Even your facetious one! That could be super interesting. That said, having run a game for four years now which has had a few characters rotate in or out (due mostly to people needing to take breaks or going AWOL), it can be...awkward to have to deal with <em>too</em> much rotating. It can lead to excessive emphasis placed on whatever character has been around the longest, or threads that are left <em>relevant</em> and yet never <em>resolved</em>. I cannot say that it would <em>never</em> work, but it would certainly require an approach that is less "a band of Heroes who learn the Deep Secrets of their pasts" and much more "pretty much just ordinary people who happen to encounter extraordinary events without getting too tangled up in those events."</p><p></p><p>I'm a big fan of Big Damn Heroes and Rule of Cool, though, so I find it hard to stick to stories that are about <em>consistently</em> ordinary characters that never rise beyond the mundane.</p><p></p><p></p><p>Yeah, this is another facet of the "Oh no! Anyway..." response I've mentioned. Death happens, and then it's brushed off. Whatever needs to happen in order to get the next PC into place immediately is done. Hirelings randomly become more powerful and step into the role flawlessly. Camaraderie that already existed is somehow transferred to the new character with no justification. Etc.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8712026, member: 6790260"] Oh, I would [I]never[/I] say that death cannot add to the story [I]at all[/I], it surely can add a lot. A cleverly-used death situation can lead to all sorts of interesting events. Even your facetious one! That could be super interesting. That said, having run a game for four years now which has had a few characters rotate in or out (due mostly to people needing to take breaks or going AWOL), it can be...awkward to have to deal with [I]too[/I] much rotating. It can lead to excessive emphasis placed on whatever character has been around the longest, or threads that are left [I]relevant[/I] and yet never [I]resolved[/I]. I cannot say that it would [I]never[/I] work, but it would certainly require an approach that is less "a band of Heroes who learn the Deep Secrets of their pasts" and much more "pretty much just ordinary people who happen to encounter extraordinary events without getting too tangled up in those events." I'm a big fan of Big Damn Heroes and Rule of Cool, though, so I find it hard to stick to stories that are about [I]consistently[/I] ordinary characters that never rise beyond the mundane. Yeah, this is another facet of the "Oh no! Anyway..." response I've mentioned. Death happens, and then it's brushed off. Whatever needs to happen in order to get the next PC into place immediately is done. Hirelings randomly become more powerful and step into the role flawlessly. Camaraderie that already existed is somehow transferred to the new character with no justification. Etc. [/QUOTE]
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