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Your character died. Big deal.
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<blockquote data-quote="jensun" data-source="post: 4506468" data-attributes="member: 6504"><p>We mostly take death off the table during the game but then we are dirty hippy indie gamers. Death is mostly uninteresting and death "mid game" is generally anti climactic. We find the argument that without death there can be no tension unconvincing. It assumes death is the only likely or valid form of failure. Death is simply one option among many and often the least interesting.</p><p></p><p>They way we do it is like this:</p><p></p><p>1. You can die at any part of the game but it is consensual between GM and player. You want to make that heroic sacrifice to hold off the Balor as your group flees the Mines of Moria cool. We dont need any dice for that, it is simply narrated out. </p><p></p><p>2. If you are "killed" in a fight you are instead taken out. You cant get back into the action. You are too wounded or whatever. After the fight you will recover but you have the raise dead penalty. You recover with an injury or some form of trauma. I havent yet had a tpk, if we did it would inevitably change the game but we are not going to discard the game we have created so far because some dice say everyone should be dead. I link it very much to the "say yes" idea, or more accurately "yes but." You are captured, what happens next. </p><p></p><p>3. Some fights will be flagged as "Death On." Essentially these are campaign critical encounters where you can die, really truly die and not just some revolving door "raise dead is only 500gp" cheap ass meaningless death. These are the turning point sessions of the game and permanent character death is an option. At the moment the only ones I have in mind for this are the end of Tier encounters. </p><p></p><p>I entirely expect such a system to make the simulationis/gamist/old school/sandbox crowd scream bloody murder. Fortunately I dont have to play with anyone possessing such sensibilities...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="jensun, post: 4506468, member: 6504"] We mostly take death off the table during the game but then we are dirty hippy indie gamers. Death is mostly uninteresting and death "mid game" is generally anti climactic. We find the argument that without death there can be no tension unconvincing. It assumes death is the only likely or valid form of failure. Death is simply one option among many and often the least interesting. They way we do it is like this: 1. You can die at any part of the game but it is consensual between GM and player. You want to make that heroic sacrifice to hold off the Balor as your group flees the Mines of Moria cool. We dont need any dice for that, it is simply narrated out. 2. If you are "killed" in a fight you are instead taken out. You cant get back into the action. You are too wounded or whatever. After the fight you will recover but you have the raise dead penalty. You recover with an injury or some form of trauma. I havent yet had a tpk, if we did it would inevitably change the game but we are not going to discard the game we have created so far because some dice say everyone should be dead. I link it very much to the "say yes" idea, or more accurately "yes but." You are captured, what happens next. 3. Some fights will be flagged as "Death On." Essentially these are campaign critical encounters where you can die, really truly die and not just some revolving door "raise dead is only 500gp" cheap ass meaningless death. These are the turning point sessions of the game and permanent character death is an option. At the moment the only ones I have in mind for this are the end of Tier encounters. I entirely expect such a system to make the simulationis/gamist/old school/sandbox crowd scream bloody murder. Fortunately I dont have to play with anyone possessing such sensibilities...:) [/QUOTE]
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