Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: The Four Laws of Character Death
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="lewpuls" data-source="post: 7947417" data-attributes="member: 30518"><p>A problem that I have in GMing RPGs, and I imagine a lot of other people have, is reluctance to kill characters that players have become strongly attached to. I'll describe my evolution in how I have dealt with this.</p><p></p><p style="text-align: center">[ATTACH=full]120103[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/photos/fantasy-composing-creepy-2549111/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><p><span style="font-size: 22px"><strong>The Law of Survivability</strong></span></p><p>In its early days <em>Dungeons & Dragons</em> was intended to be played with a single character per person, with hirelings to beef the party up to a reasonable number. That number was closer to eight than to the four we saw in D&D third edition. Those numbers make a big difference, as "Lew's Law of Survivability" is intended to illustrate:</p><p></p><p>[excerpt]<em>The survivability of a party varies with the square of the number of characters in it.</em>[/excerpt]</p><p></p><p>Note: this is about survivability of the entire party, but that should enhance individual survivability. The numbers are relative, that is, a party of 3 (3 squared = 9) is one quarter as survivable as a party of 6 (squared = 36).</p><p></p><p><span style="font-size: 22px"><strong>The Law of Single Characters</strong></span></p><p>And if a player has only one character, the GM is much less likely to allow that character to die, as I indicate in "Lew's Law of Single Characters”:</p><p></p><p>[excerpt]<em>The more a player focuses on just one character, the harder it is for the GM to have that character die.</em>"[/excerpt]</p><p></p><p>Hirelings earned half experience, and if the principal character got killed it was usually possible for the player to become one of the hirelings.</p><p></p><p>In those early days we didn't make up detailed backgrounds for characters. Sometimes they didn't even have names to begin with, as we let what happened in the first several adventures define the character and suggest a name. We were quite game oriented and not nearly so much story oriented.</p><p></p><p>I was the original GM in our group, but I wanted to play as well as GM, so I encouraged other players to learn to GM. This led in a large group to players using characters in the campaigns of several GMs at the same time. Hirelings <em>per se</em> were entirely dispensed with. Sometimes a player played two characters when there were not enough players to make a party of at least six and as many as eight. In some cases the players who regularly gamemastered got to play a second character while those who did not GM played just one—gamemaster privilege. There was always a “overall GM” who was in charge in case screwy things happened (which usually involved one GM giving too much "stuff" away).</p><p></p><p>Today we find many players who are much more interested in story than game, and who want to make a mark on the campaign with the story of their character. This frequently means that the player devises (usually with approval from the GM) an elaborate backstory for their character. I have never done this because it slows down the initial games, and I prefer to get people playing the game rather than worrying about the individual non-game details of their character, especially when there's a significant chance that the newbie characters will be killed with little hope of resurrection.</p><p></p><p><span style="font-size: 22px"><strong>The Law of Character Generation</strong></span></p><p>I've also seen that the more time a player puts into a character, the more incentive there is for the GM to keep that character alive. Hence "Lew's Law of Character Generation":</p><p></p><p>[excerpt]<em>The longer players take to generate characters, the less likely those characters are to die.</em>[/excerpt]</p><p></p><p><span style="font-size: 22px"><strong>The Law of Imposed Stories</strong></span></p><p>A strong corollary to the GM telling the players a story is that hardly any character will ever be killed - unless in service of the story. Hence "Lew's Law of Imposed Stories”:</p><p></p><p>[excerpt]<em>The more a GM treats their RPG campaign as storytelling session, the less likely it is that a character will die.</em>[/excerpt]</p><p></p><p>To go back to the original point, my solution is to get characters into a game as fast as possible—which also seems to be the strategy in D&D fifth edition—while allowing players more than one character when that's appropriate. When players have several characters gradually progressing there are two benefits: it takes much longer (in real time) for players to reach higher levels, and if a player's character dies that player has several others to play, and he/she is not devastated the way they would have been with just one character.</p><p></p><p>I know that with the experience we have among the readers there have been other solutions to this, and I hope you'll reveal how you’ve coped with the "problem" of character death.[/excerpt][/excerpt]</p></blockquote><p></p>
[QUOTE="lewpuls, post: 7947417, member: 30518"] A problem that I have in GMing RPGs, and I imagine a lot of other people have, is reluctance to kill characters that players have become strongly attached to. I'll describe my evolution in how I have dealt with this. [CENTER][ATTACH type="full" alt="fantasy-2549111_960_720.jpg"]120103[/ATTACH] [URL='https://pixabay.com/photos/fantasy-composing-creepy-2549111/']Picture courtesy of Pixabay.[/URL][/CENTER] [SIZE=6][B]The Law of Survivability[/B][/SIZE] In its early days [I]Dungeons & Dragons[/I] was intended to be played with a single character per person, with hirelings to beef the party up to a reasonable number. That number was closer to eight than to the four we saw in D&D third edition. Those numbers make a big difference, as "Lew's Law of Survivability" is intended to illustrate: [excerpt][I]The survivability of a party varies with the square of the number of characters in it.[/I][/excerpt] Note: this is about survivability of the entire party, but that should enhance individual survivability. The numbers are relative, that is, a party of 3 (3 squared = 9) is one quarter as survivable as a party of 6 (squared = 36). [SIZE=6][B]The Law of Single Characters[/B][/SIZE] And if a player has only one character, the GM is much less likely to allow that character to die, as I indicate in "Lew's Law of Single Characters”: [excerpt][I]The more a player focuses on just one character, the harder it is for the GM to have that character die.[/I]"[/excerpt] Hirelings earned half experience, and if the principal character got killed it was usually possible for the player to become one of the hirelings. In those early days we didn't make up detailed backgrounds for characters. Sometimes they didn't even have names to begin with, as we let what happened in the first several adventures define the character and suggest a name. We were quite game oriented and not nearly so much story oriented. I was the original GM in our group, but I wanted to play as well as GM, so I encouraged other players to learn to GM. This led in a large group to players using characters in the campaigns of several GMs at the same time. Hirelings [I]per se[/I] were entirely dispensed with. Sometimes a player played two characters when there were not enough players to make a party of at least six and as many as eight. In some cases the players who regularly gamemastered got to play a second character while those who did not GM played just one—gamemaster privilege. There was always a “overall GM” who was in charge in case screwy things happened (which usually involved one GM giving too much "stuff" away). Today we find many players who are much more interested in story than game, and who want to make a mark on the campaign with the story of their character. This frequently means that the player devises (usually with approval from the GM) an elaborate backstory for their character. I have never done this because it slows down the initial games, and I prefer to get people playing the game rather than worrying about the individual non-game details of their character, especially when there's a significant chance that the newbie characters will be killed with little hope of resurrection. [SIZE=6][B]The Law of Character Generation[/B][/SIZE] I've also seen that the more time a player puts into a character, the more incentive there is for the GM to keep that character alive. Hence "Lew's Law of Character Generation": [excerpt][I]The longer players take to generate characters, the less likely those characters are to die.[/I][/excerpt] [SIZE=6][B]The Law of Imposed Stories[/B][/SIZE] A strong corollary to the GM telling the players a story is that hardly any character will ever be killed - unless in service of the story. Hence "Lew's Law of Imposed Stories”: [excerpt][I]The more a GM treats their RPG campaign as storytelling session, the less likely it is that a character will die.[/I][/excerpt] To go back to the original point, my solution is to get characters into a game as fast as possible—which also seems to be the strategy in D&D fifth edition—while allowing players more than one character when that's appropriate. When players have several characters gradually progressing there are two benefits: it takes much longer (in real time) for players to reach higher levels, and if a player's character dies that player has several others to play, and he/she is not devastated the way they would have been with just one character. I know that with the experience we have among the readers there have been other solutions to this, and I hope you'll reveal how you’ve coped with the "problem" of character death.[/excerpt][/excerpt] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: The Four Laws of Character Death
Top