PC Death is always a sticky subject.

PC Death is always a sticky subject.

PC Death is always a sticky subject. Borimir from LOTR is brought up as an example of character death driving the plot forward, but in a group setting, death just sometimes doesn’t jive. This is especially relevant to story games, where death is either a 5 minute break while you do another playbook up, or takes you out completely from the current story.

I know it’s been covered a bit on the podcast, but what are feelings on character death, both from our game runners, and from players? Is death the easy way out, or is it a harsh enough punishment? I’m hoping to get some of our non-talkative members to respond to this one, as I’m curious for as many opinions as possible.

Originally shared by Delos Adamski

Why would I kill you? That would only end your suffering.

http://ramblingsofjacobanddelos.com/2015/02/04/pc-immortality/

6 thoughts on “PC Death is always a sticky subject.”

  1. I think it is very dependent on the type of game. In traditional games like D&D, Pathfinder, etc. there really needs to be the threat of character death. Unfortunately, it is also very disruptive to the “story” when that occurs. In most cases, for the vast majority of story games I have played, death doesn’t necessary need to be on the table, but if it is, it is usually a valuable part of the story and “feels right”. So, I guess my driving point is that I personally think it is heavily dependent on the game system and the TYPE of story you are trying to tell. On a lesser note, there is also a significant aspect that has to do with the PLAYER. Some players are capable of handling potentially being side lined, particularly if it adds to the excitement of the game. Others, not so much. I have seen some personalities that really struggled with the concept and clearly didn’t really want it to be part of the game experience. It is great if character death is an option that a discussion is had upfront to the ramifications so everyone “buys in”. My $0.02.

  2. I think it is very dependent on the type of game. In traditional games like D&D, Pathfinder, etc. there really needs to be the threat of character death. Unfortunately, it is also very disruptive to the “story” when that occurs. In most cases, for the vast majority of story games I have played, death doesn’t necessary need to be on the table, but if it is, it is usually a valuable part of the story and “feels right”. So, I guess my driving point is that I personally think it is heavily dependent on the game system and the TYPE of story you are trying to tell. On a lesser note, there is also a significant aspect that has to do with the PLAYER. Some players are capable of handling potentially being side lined, particularly if it adds to the excitement of the game. Others, not so much. I have seen some personalities that really struggled with the concept and clearly didn’t really want it to be part of the game experience. It is great if character death is an option that a discussion is had upfront to the ramifications so everyone “buys in”. My $0.02.

  3. I will admit that I’m a bit of a masochist when it comes to gaming, and it doesn’t really matter whether it’s a long-term or short-term game.  I like to feel that tension of what might happen, what is coming, will I make it?  I like to take a hit and watch my hit points dwindle toward that terrifying “0”.  It drives me nuts when players avoid taking a hit solely because they are worried about losing points, but that’s a conversation for another day.  With that being said, it would bother me if I was sitting at full/almost full health and something happened to kill me. Where’s the drama? Where’s the buildup? What did I do to deserve that?  I don’t think that GMs should treat some players with kid gloves because the player’s feelings will be hurt if their character dies; everybody at the table can tell and it really kills the momentum of the game.  And nobody likes the player at the table who dwindles to few points, takes a deathblow, and then whinges and and wheedles to prevent death.  Keeping all of that in mind, I also understand the loss you can feel when you lose a character you were really having fun with or had invested many hours into.  I think it behooves both player and GM to find a way to reincorporate these “special” characters in a story-appropriate way if possible (specter that haunts the party, resurrected but changed by seeing death, new character takes on the lost character’s characteristics as a way of honoring them/gaining vengeance for them, etc.).  In the end it’s complicated and if you are playing with friends rather than just acquaintances you find a way for everyone to leave the table feeling like they had a good experience and got a fair shake.  Thus ends my ramble 🙂

  4. I will admit that I’m a bit of a masochist when it comes to gaming, and it doesn’t really matter whether it’s a long-term or short-term game.  I like to feel that tension of what might happen, what is coming, will I make it?  I like to take a hit and watch my hit points dwindle toward that terrifying “0”.  It drives me nuts when players avoid taking a hit solely because they are worried about losing points, but that’s a conversation for another day.  With that being said, it would bother me if I was sitting at full/almost full health and something happened to kill me. Where’s the drama? Where’s the buildup? What did I do to deserve that?  I don’t think that GMs should treat some players with kid gloves because the player’s feelings will be hurt if their character dies; everybody at the table can tell and it really kills the momentum of the game.  And nobody likes the player at the table who dwindles to few points, takes a deathblow, and then whinges and and wheedles to prevent death.  Keeping all of that in mind, I also understand the loss you can feel when you lose a character you were really having fun with or had invested many hours into.  I think it behooves both player and GM to find a way to reincorporate these “special” characters in a story-appropriate way if possible (specter that haunts the party, resurrected but changed by seeing death, new character takes on the lost character’s characteristics as a way of honoring them/gaining vengeance for them, etc.).  In the end it’s complicated and if you are playing with friends rather than just acquaintances you find a way for everyone to leave the table feeling like they had a good experience and got a fair shake.  Thus ends my ramble 🙂

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