Death is a part of the game, generally speaking, but we don't always stop and ask what role it should play. Which is why I thought I'd share some thoughts I had on death, dying, and questions surrounding it in our RPGs.
Let us hold up a mirror to the reaper, shall we? |
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How Common Should Death Be?
Death in RPGs is, generally speaking, supposed to represent the ultimate fail state. Whether it comes because the party was foolhardy or the villains were lucky, the dice giveth, and the dice taketh away. However, it's important to examine what getting that Game Over screen is going to do to your players, and to your game.
Do not worry... I can fix this. |
The first question you need to ask about your game to put death into perspective is what sort of game is it? For example, a game like Mörk Börg is meant to have death lurking around every corner ready to come for you, because that's part of the doom metal feeling of the game. It's supposed to be bleak and dark, where no one is safe from even minor threats. On the other hand, death is even more prevalent in games like Paranoia or Dark Souls. However, in these games when you die you don't just roll up a new character. In the former, one of your preset number of clones is activated, and shipped out onto the field, and in the latter you are resurrected to try again.
Even in games where death is an ever-present constant, the purpose it serves is vastly different. And in games where death is permanent, it isn't always common. In some games death can be quite a rare occurrence, happening only when players truly screw up, or when the dice are really against them. So ask yourself what the purpose of death is in your game.
Is death meant to be final; something which the players must avoid at all costs lest they be forced to make a new character? Or is death merely an inconvenience, meant to be something you can overcome through determination, planning or resources? And is death meant to be common, or even expected, whether or not it's permanent? Is death to be used as a punishment, or as a neutral element?
These are all things you should know before making your pitch to someone to join your table.
Does Death Prevent Attachment?
As someone who likes RPGs, I try as many of them as I can when the opportunity presents itself. One of the factors that I find is the more certain death is, and the more often it's expected to happen, the less investment tends to come from the players in their characters. After all, if you know for certain that every roll of the die could lead to your character's death, then you tend not to make any big plans for that character. You avoid getting involved in their story, and you end up not getting very attached to them.
After all, if you get invested in seeing their story to the end, but they die three sessions in because of a random lightning strike, it can take a lot of energy to switch to a new character.
I know it's only been half an hour. You're dead, roll up a new character. |
In this case, death in the game needs to be in-line with player expectations. If you're playing something like Dread, for example, then you know going in that you're probably just playing a one-shot game. Maybe 2-3 games at the most, because that's what the system is meant for. This allows players to come in with the right mentality and expectation, and to figure out the proper scope of experience to expect.
On the other hand, games like Starfinder and Pathfinder fully expect that you will keep the same character for the length of the campaign. While death is still a very real possibility in these games, there are lots of ways to avoid it, and there are even methods to reverse it should that be necessary at some point. The goal here is not just to complete the plot, but to expand and explore your own character's story. They're meant to survive, grow, and change so that by the time the campaign is over you've finished not just the Game Master's plot, but also told this particular PC's story. Then once the campaign is over you can close the cover, and move on to someone else.
When you have a game that's geared toward the actions and story of the player characters, players tend to get invested in the stories they're telling. They want to see their characters struggle, sure, but they also want to see them accomplish those goals, and finish the story off. If characters get killed off before they finish telling their story, that can lead to a serious lack of closure for the player. And if that happens often enough, pretty soon they're going to lose that attachment. It's also possible they just start making carbon copies of their last character (or as close as can be managed) and say it's their twin brother, their eldest son, etc. coming to finish what their dead family member started as some way to get a sense of continuity.
Consider Alternative Fail States
Death can serve many purposes in an RPG, but all too often Game Masters just default to death for everyone on the board; PCs and NPCs alike. However, there are alternative fail states to death that can be used, and they can allow the Game Master to lead by example.
Even if you're not just pulling from I'm Back! which acts as a list of back-pocket reasons your bad guys survived what should be very lethal circumstances.
- Capture: The character in question may be valuable in some way. They might be a noble who can be ransomed, a powerful champion of good that can be sacrificed in an upcoming ceremony, or even someone with a bounty on their heads. This can be used to explain why a lot of enemies may not wish to simply execute PCs, and vice versa if the PCs are the one taking the hostages.
- Flee: Enemies and players alike need to be given a chance to flee when things go poorly. They may still fail to get away, but a lot of players believe the choice is either death or victory. Chase decks are great for this, and I talk about them in If You're a DM, You Should Get Your Hands on a Chase Deck.
- Surrender: Whether done by the bad guys or the party, this is an option most of us simply don't consider. After all, the bad guys are just disposable mooks you threw down on the board, and the PCs are often too full of pride to consider this option. Making it clear that surrender can work, and that it's a lose state that's less permanent means some PCs may be willing to put up their hands if things go really poorly.
- Interruption: This can take many forms. Maybe it's a dragon wondering why a battle is taking place on its turf, or a herd of stampeding aurochs. An earthquake, flood, or volcanic eruption might also be appropriate, depending on the terrain. While this shouldn't be used without lead up, it can help add complications to battles that you want the villains and/or the heroes to survive as a kind of deus ex machina that makes fighting one another less important than surviving the new hazard.
I am not someone who advocates the removal of death from RPGs. Just like in any story, I believe that the possibility of death hanging over the narrative increases the stakes of said narrative. But if you add too much death, it can be like over-salting a meal; now the spice is the only thing you can taste. Alternatively, if you bend over backwards to avoid death, you end up with a game that can feel bland, and in desperate need of some spice.
Which one you need will depend on the length of the tale you're telling, what the rules governing your game are meant to support, and the kind of story your table wants to tell. Which is why it's important to stop and think about how you want death to play out in your game as part of your initial pitch to your players.
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