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Worlds of Design: The Four Laws of Character Death
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<blockquote data-quote="jgsugden" data-source="post: 7990083" data-attributes="member: 2629"><p>I agree with the first rule - smaller parties are more vulnerable than larger ones that have the resources to help each other and still be offensive, but the 2nd, 3rd and 4th are not true of my campaigns. I'm similar to Matt Mercer in my approach to these issues. Matt discussed how he handles PC death when Molly died on Critical Role. And yes, I know there has only been one permanent death in Critical Role. He was, however, willing to kill other PCs. They've barely recovered dead PCs to raise them in a few episodes. One die roll different and Fjord would have been gone multiple times...</p><p></p><p>When a player invests a lot of time building a background, weaving it into the campaign with the DM and enjoying the way that character is pivotal to the storyline the initial impulse is to say it is hard to kill that PC and that the DM is more likely to 'save' the PC. I do not see it that way.</p><p></p><p>When a PC dies, their story does not die. It is still in that world. It still unfolds, just without the PC. The party may let it go - resulting in something bad happening that the PC wanted to stop. They may take up the fight in the fallen PC's name. They may find someone to take over the quest. A lot of things can happen - but in a storytelling driven game, the death of a PC can be a great turn in the story.</p><p></p><p>And, as a player, most of the memorable PCs I've played died - and the death was the most memorable moment of their existence. I'd much rather have a PC die than have the campaign stop without them reaching their goal. Of my top 10 favorite PCs of the past 40 years, 2 retired at the culmination of a campaign and 8 died. Death hurts in the moment, but I know the long term cool factor is there.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7990083, member: 2629"] I agree with the first rule - smaller parties are more vulnerable than larger ones that have the resources to help each other and still be offensive, but the 2nd, 3rd and 4th are not true of my campaigns. I'm similar to Matt Mercer in my approach to these issues. Matt discussed how he handles PC death when Molly died on Critical Role. And yes, I know there has only been one permanent death in Critical Role. He was, however, willing to kill other PCs. They've barely recovered dead PCs to raise them in a few episodes. One die roll different and Fjord would have been gone multiple times... When a player invests a lot of time building a background, weaving it into the campaign with the DM and enjoying the way that character is pivotal to the storyline the initial impulse is to say it is hard to kill that PC and that the DM is more likely to 'save' the PC. I do not see it that way. When a PC dies, their story does not die. It is still in that world. It still unfolds, just without the PC. The party may let it go - resulting in something bad happening that the PC wanted to stop. They may take up the fight in the fallen PC's name. They may find someone to take over the quest. A lot of things can happen - but in a storytelling driven game, the death of a PC can be a great turn in the story. And, as a player, most of the memorable PCs I've played died - and the death was the most memorable moment of their existence. I'd much rather have a PC die than have the campaign stop without them reaching their goal. Of my top 10 favorite PCs of the past 40 years, 2 retired at the culmination of a campaign and 8 died. Death hurts in the moment, but I know the long term cool factor is there. [/QUOTE]
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