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Worlds of Design: The Four Laws of Character Death
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<blockquote data-quote="Lanefan" data-source="post: 7990616" data-attributes="member: 29398"><p>Allowing players* to run more than one PC side-along in the party helps. A lot! That way when one dies or gets otherwise long-term hosed there's still the other to play.</p><p></p><p>* - provided you don't have more than 4 or 5 players; after that it just gets unwieldy.</p><p></p><p>As a nice side effect, it also often cuts down on the number of henches-hirelings-adventuring NPCs the party needs to recruit to fill gaps in the lineup.</p><p></p><p>Further, it allows players more leeway to try different concepts. Of a player's two active PCs one might be a core keep-alive-at-all-costs type while the other is an experiment, no hard feelings if it doesn't work out and if it does, great! (for some reason as a player my own experiments often do quite well while my 'core' PCs drop like flies...)</p><p></p><p>Fast char-gen is a must. If a player, after learning how via doing it a few times, can't bang out a new PC in 15 minutes or less there's an underlying system problem.</p><p></p><p>I don't mind players getting attached to their characters but if it gets to the point of a hissy fit if (when!) it dies that's too much, even if the death was due to sheer bad luck - as many are.</p><p></p><p>Flip side - as [USER=1013]@Flexor the Mighty![/USER] already hit - is I've learned the hard way to avoid tying plot to any specific PC as far as possible, as sure as shootin' that'll be the first PC to perma-die whenever an opportunity presents.</p><p></p><p>Also, at mid-level and above I don't really mind revival effects being generally available, if at significant cost both monetary and otherwise: Raise Dead costs between 5-7K g.p.; Resurrection about twice that; and characters returning from the dead are down a Con point and may well have other - beneficial or baneful - "death effects" on them as well.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7990616, member: 29398"] Allowing players* to run more than one PC side-along in the party helps. A lot! That way when one dies or gets otherwise long-term hosed there's still the other to play. * - provided you don't have more than 4 or 5 players; after that it just gets unwieldy. As a nice side effect, it also often cuts down on the number of henches-hirelings-adventuring NPCs the party needs to recruit to fill gaps in the lineup. Further, it allows players more leeway to try different concepts. Of a player's two active PCs one might be a core keep-alive-at-all-costs type while the other is an experiment, no hard feelings if it doesn't work out and if it does, great! (for some reason as a player my own experiments often do quite well while my 'core' PCs drop like flies...) Fast char-gen is a must. If a player, after learning how via doing it a few times, can't bang out a new PC in 15 minutes or less there's an underlying system problem. I don't mind players getting attached to their characters but if it gets to the point of a hissy fit if (when!) it dies that's too much, even if the death was due to sheer bad luck - as many are. Flip side - as [USER=1013]@Flexor the Mighty![/USER] already hit - is I've learned the hard way to avoid tying plot to any specific PC as far as possible, as sure as shootin' that'll be the first PC to perma-die whenever an opportunity presents. Also, at mid-level and above I don't really mind revival effects being generally available, if at significant cost both monetary and otherwise: Raise Dead costs between 5-7K g.p.; Resurrection about twice that; and characters returning from the dead are down a Con point and may well have other - beneficial or baneful - "death effects" on them as well. [/QUOTE]
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