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Re-thinking PC death and storytelling
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<blockquote data-quote="Janx" data-source="post: 5810116" data-attributes="member: 8835"><p>More ideas, loose and untested, just like you like 'em:</p><p></p><p><u>Take the long view, let time go by between events</u></p><p>I'm also plowing through the show 24. 1 season = 1 day and about 18 months go by between seasons. There's a lesson there. You can keep your PCs alive by not packing in day after day of action packed adventure. That sounds ironic to the main thread of killing off your PCs. But the point is, if 1 event is a gaming session or two with however many encounters it takes to solve that, then making a year or two pass before the next big event comes along will age your characters nicely, and enable them to rise to positions of power before they finally get ganked.</p><p></p><p>By pacing things out, the lethality level can be a little higher (no pansy encounters to waste time, EVERY encounter matters). Yet people will feel like they're character lived a full life. Rather than playing 5 sessions which was 5 days in the dungeon before he got splatted by a ceiling drop trap.</p><p></p><p><u>Organizations keep your PCs busy</u></p><p>If your PCs are inclined, getting them to join, and eventually run an organization, like the Black Watch, CTU or some such means they have a common source of information, missions to go on (until they get to the rank of being a mission creator). It also means that if a PC dies, make a new one who was always there, etc.</p><p></p><p>You'll have role play opportunities to do missions, argue about missions, get into office politics, and even rebel against the chain of command.</p><p></p><p><u>Make a big deal about dying and recognition of bravery</u></p><p>If you want to impress the players, make a big deal about honors and recognition to both NPCs and PCs. Start with a NPC to introduce the concept, then do it to a PC when they earn it.</p><p></p><p>When they die, make a big deal of the funeral and rites. Have important NPCs the PCs know speak at the funeral. Make them see that death doesn't suck, except a little bit. That way, you can kill some PCs because it's part of the plot.</p></blockquote><p></p>
[QUOTE="Janx, post: 5810116, member: 8835"] More ideas, loose and untested, just like you like 'em: [U]Take the long view, let time go by between events[/U] I'm also plowing through the show 24. 1 season = 1 day and about 18 months go by between seasons. There's a lesson there. You can keep your PCs alive by not packing in day after day of action packed adventure. That sounds ironic to the main thread of killing off your PCs. But the point is, if 1 event is a gaming session or two with however many encounters it takes to solve that, then making a year or two pass before the next big event comes along will age your characters nicely, and enable them to rise to positions of power before they finally get ganked. By pacing things out, the lethality level can be a little higher (no pansy encounters to waste time, EVERY encounter matters). Yet people will feel like they're character lived a full life. Rather than playing 5 sessions which was 5 days in the dungeon before he got splatted by a ceiling drop trap. [U]Organizations keep your PCs busy[/U] If your PCs are inclined, getting them to join, and eventually run an organization, like the Black Watch, CTU or some such means they have a common source of information, missions to go on (until they get to the rank of being a mission creator). It also means that if a PC dies, make a new one who was always there, etc. You'll have role play opportunities to do missions, argue about missions, get into office politics, and even rebel against the chain of command. [U]Make a big deal about dying and recognition of bravery[/U] If you want to impress the players, make a big deal about honors and recognition to both NPCs and PCs. Start with a NPC to introduce the concept, then do it to a PC when they earn it. When they die, make a big deal of the funeral and rites. Have important NPCs the PCs know speak at the funeral. Make them see that death doesn't suck, except a little bit. That way, you can kill some PCs because it's part of the plot. [/QUOTE]
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