draft/dream17jul03.txt
branchecjdr
changeset 92 bdef1afd1170
equal deleted inserted replaced
91:3164c82ac16e 92:bdef1afd1170
       
     1 RPGnet <http://www.rpg.net> 	
       
     2 <http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.lovecraftcountry.com/comic/&imageURL=http://www.skotos.net/media/custom/lovecraftcomic3-728x90.jpg>
       
     3 
       
     4 
       
     5 	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
       
     6 News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
       
     7 Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
       
     8 <http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
       
     9 <http://www.rpg.net/members/>
       
    10 
       
    11 
       
    12       The Impossible Dream
       
    13 
       
    14 
       
    15     #8: True Death
       
    16 
       
    17 *by Hunter Logan*
       
    18 Jul 17,2003
       
    19 
       
    20 	
       
    21 In most rpgs, characters can die. Whether they ever actually do or not
       
    22 is largely a matter of design philosophy, player skill and GM/player
       
    23 desire. In any case, this installment is all about character death.
       
    24 
       
    25 Defining Death
       
    26 It's a good idea to begin with a definition of character death. On one
       
    27 hand, a character is dead when he meets the conditions for death
       
    28 according to the game's rules. That's when the character runs out of hit
       
    29 points or fails the critical saving throw, or something similar. On the
       
    30 other hand, death is not always the end. So, I thought about my own
       
    31 definition for character death.
       
    32 
       
    33 I think a character is only truly dead when he is permanently removed
       
    34 from the player's control. Death is not really about the character's
       
    35 mind or body; it's about playability. A character can be bent, twisted
       
    36 or mutilated as much as anyone wants. As long as the player can still
       
    37 play the character, that character is still alive. When the player can't
       
    38 play that character any more, then the character is truly dead.
       
    39 
       
    40 This definition may cause problems. If a character dies but only stays
       
    41 dead long enough to get resurrected, then I say the character isn't
       
    42 really dead. Yet, the player is inconvenienced and may need to play
       
    43 another character to stay active in the game. Meanwhile, a character may
       
    44 lose all of his humanity and become an NPC for the rest of the game.
       
    45 Even though that character is still alive, I say that character is truly
       
    46 dead because the player can't play that character any more. This
       
    47 definition affects my approach to character death.
       
    48 
       
    49 Approaching Death
       
    50 Most designers (and GMs) have a philosophy on death for their games.
       
    51 Sometimes, the PC's life is fragile and characters are easy to kill.
       
    52 Other times, the PC's life is rugged and characters are extremely hard
       
    53 to kill. Sometimes, death is serious business. Other times, it's a
       
    54 source of humor. Sometimes death is permanent. Other times, it's a
       
    55 doorway to character evolution. Here are some factors that a designer
       
    56 may consider when forming an approach to character death.
       
    57 
       
    58 *The Value of Life:* How important is the character? If the character is
       
    59 important, then characters won't die very often - At least they
       
    60 shouldn't die very often. If characters aren't that important, then they
       
    61 might drop like flies. This works as a scale that runs from cheap to costly.
       
    62 
       
    63     * *Cheap:* It's not that the character is patently unimportant...
       
    64       Well, maybe it is. But really, the character's life is just not
       
    65       that important. It would be nice if the character could live
       
    66       through the adventure; but if he doesn't, that's okay because the
       
    67       character is easily replaced. This approximates the value of all
       
    68       the cannon fodder in any game world. A game like Paranoia is a
       
    69       good example. In that game, it seems the characters aren't that
       
    70       important. Each player has several clones of his character and
       
    71       half the fun is seeing how many different and creative ways a
       
    72       character can die.
       
    73 
       
    74     * *Average:* The character is of some importance, if for no other
       
    75       reason than the player spent an hour or more creating the
       
    76       character. Thus, the character is expected to survive for a while.
       
    77       From the designer's perspective, this is the default value. The
       
    78       character is important, but a character can be killed at any time.
       
    79       A game like /D&D/ exemplifies this attitude pretty well. It seems
       
    80       that characters are important. The whole point of the game is for
       
    81       players to keep the characters alive long enough to achieve
       
    82       impressive high level and do amazing things. And yet, a character
       
    83       is never important enough to truly cheat death. Under the right
       
    84       circumstances, wandering monsters in random encounters can always
       
    85       kill a character.
       
    86 
       
    87     * *Costly:* The character is extremely important - So important that
       
    88       his death simply can't be left to random chance. At this point,
       
    89       killing a character takes something extra. Maybe only an important
       
    90       NPC or powerful monster can do it; or maybe it requires the
       
    91       consent of the player. And on the flip side, maybe it's expensive
       
    92       for characters to kill. Maybe when a character kills, he loses
       
    93       something - humanity, sanity, whatever. Or maybe for a character
       
    94       to kill, the player has to do spend a resource or roleplay the
       
    95       kill in exquisite detail. Or maybe killing is illegal and the
       
    96       criminal justice system in the game world is frighteningly
       
    97       efficient at finding and punishing killers.
       
    98 
       
    99 *The Causes of Death:* How can a character die or otherwise fall out of
       
   100 play?
       
   101 
       
   102     * *Death of the Body:* Of course, characters can almost always die
       
   103       from physical trauma. Weapon hits and other injuries can usually
       
   104       take out even the most powerful characters.
       
   105 
       
   106     * *Death of the Mind:* If physical death isn't bad enough, the
       
   107       character can lose his mind. The classic example is /Call of
       
   108       Cthulhu/. All characters will lose Sanity and eventually end up
       
   109       insane, drooling and gibbering in the protective confines of
       
   110       Arkham Asylum or some such place.
       
   111 
       
   112     * *Death of the Spirit:* This is one step beyond death of the mind
       
   113       or body. Here, the character actually loses his inner spirit, his
       
   114       very soul. This can happen to /Shadowrun/ characters when they
       
   115       send their spirits into astral space. There, the character's
       
   116       spirit can get into fights and die. If that happens, the meat body
       
   117       is well suited for organ donation or medical experiments. On the
       
   118       other hand, a character in a game like /Sorcerer/ can lose too
       
   119       much humanity. When that happens, the character usually becomes an
       
   120       NPC in the hands of the GM. He's not necessarily dead, but he
       
   121       might as well be.
       
   122 
       
   123 *The Nature of Death:* As in TV shows, movies, and comic books, death is
       
   124 not necessarily the end of an rpg character. In some games, characters
       
   125 can be resurrected or brought back. In other games, the character may
       
   126 live beyond death as a disembodied spirit, an undead, or as some sort of
       
   127 supernatural creature. In a few games, characters even have serial
       
   128 lives. Here are some ideas about the nature of death.
       
   129 
       
   130     * *Death is the End:* This is the most brutal way of handling
       
   131       character death, and it's likely the most realistic. When the
       
   132       character dies, the character is irrevocably lost. The player has
       
   133       no way to raise, resurrect, recover, or return the character to play.
       
   134 
       
   135     * *Death is Temporary:* When the character dies, he is out of play
       
   136       until someone cares enough to recover the character's life. In
       
   137       this way, death becomes more like unconsciousness than death. This
       
   138       is especially true when the means to bring the dead back to life
       
   139       are cheap and plentiful.
       
   140 
       
   141     * *Death is only the beginning:* I think this was a tagline on the
       
   142       cover of the /Kult/ rpg, but it refers to the notion that
       
   143       characters do not really die when they are killed. Instead, the
       
   144       dead characters live on in another form and possibly in another
       
   145       place. So, when the character dies, he becomes something else.
       
   146 
       
   147 *The Decision to Die:* Who decides when and how a character dies? On the
       
   148 surface, this seems easy. The vast bulk and majority of games put the
       
   149 conditions for death in the rules. A character takes too much damage,
       
   150 and he dies. A character loses too much Sanity and goes insane. In these
       
   151 events, the character dies; but who or what actually decided the
       
   152 character would die at that particular point in time? Was it a die roll,
       
   153 the GM, or the player?
       
   154 
       
   155     * *The Dice:* Designers usually let the rules decide the conditions
       
   156       for character death, and the decision-makers are often nothing
       
   157       more than dice. Sometimes, one crappy die roll at the wrong time
       
   158       is all it takes. Then the player must make a new character. This
       
   159       is considered somewhat realistic. After all, in life we never
       
   160       really know when or how we are going to die. It's even satisfying.
       
   161       Players play to the best of their ability and make the best
       
   162       decisions they can. Frequently, they don't mind the risk as long
       
   163       as they have the chance to make decisions leading up to the event.
       
   164       If the characters live, then it's a shiny victory. If the
       
   165       characters die, it's a learning experience and maybe it adds
       
   166       weight to the campaign.
       
   167 
       
   168     * *The GM:* Designers rarely give the GM sanction to blatantly kill
       
   169       characters. /Cyberpunk 2020/ does have a note about killing
       
   170       overpowered characters because the future is disposable, but that
       
   171       sort of advice is unusual. In practice, the GM almost always has
       
   172       the power to kill characters; and designers don't often address
       
   173       the point. When is it okay for the GM to simply kill characters?
       
   174       The answer for any situation will depend on the designer and the game.
       
   175 
       
   176     * *The Player:* Designers sometimes give players the right to choose
       
   177       when, where, and how their characters will die. Of course, this is
       
   178       grim business. Usually, players spend all their efforts keeping
       
   179       their characters alive. Yet, the opportunity to give a character a
       
   180       spectacular and worthy death appeals to some players. It's worth a
       
   181       designer's time to at least consider the possibility when crafting
       
   182       the rules for a new game.
       
   183 
       
   184 Avoiding Death
       
   185 Just as designers consider all other factors of character death,
       
   186 designers also consider methods players can use for avoiding character
       
   187 death. Here are some possibilities:
       
   188 
       
   189     * *Expendable resources:* Give the players finite resources they can
       
   190       use to cheat death. These might include plot points or victory
       
   191       cards. When all else fails, the player can use one of these to
       
   192       make the current problems go away.
       
   193 
       
   194     * *Manageable resources:* Give the players resources such as hit
       
   195       points, humanity, or sanity. The players then have a measure of
       
   196       responsibility or control over a character's life.
       
   197 
       
   198     * *Character abilities:* Give the characters abilities that players
       
   199       can use to avoid death. These include magic spells, special
       
   200       skills, and the like.
       
   201 
       
   202     * *Items:* Give the players items that can protect characters from
       
   203       certain causes of death. This might be the cheap way to get the
       
   204       job done, but it beats being dead.
       
   205 
       
   206     * *Saves:* Give the players an opportunity to save their characters.
       
   207       The ubiquitous /saving throw/ is one way to do this. When faced
       
   208       with something unpleasant, the player may roll dice to reduce or
       
   209       eliminate the effect on the character.
       
   210 
       
   211 Integrating Death
       
   212 Like any other part of a game, death can be integrated into the game
       
   213 design. I don't think there's a play flow for death. When a character
       
   214 dies, it's an outcome, not a process. Damage is part of the process;
       
   215 death is a result of the process. Yet, processes surrounding death might
       
   216 be part of a death flow. For example, a character is poisoned. The
       
   217 player attempts to save against the poison. The save fails, so the
       
   218 character is dying. Another character uses an item to stop the poison.
       
   219 If the item works, the character is saved. If not, the character may die
       
   220 after all.
       
   221 
       
   222 Planning for Death
       
   223 As a final thought, designers might consider their plans for character
       
   224 death. often, the plan is pretty simple: When the character dies, the
       
   225 player writes up a new character. While this is a perfectly valid plan,
       
   226 it's not always well suited to a particular game. Here are a few other
       
   227 possibilities:
       
   228 
       
   229     * *Character Tree:* The player generates a group of characters. The
       
   230       player then rotates these characters in and out of play. When a
       
   231       characters dies, the player usually has the option to create a
       
   232       replacement and add him to the tree.
       
   233 
       
   234     * *Improved Replacement:* The player creates a new character, but
       
   235       the new character gets advantages based on how well the player
       
   236       handled the old character. Of course, the player is encouraged to
       
   237       play well because frequent character death will lead to weaker
       
   238       replacement characters.
       
   239 
       
   240     * *NPC Replacement:* The player gets to continue play using an NPC
       
   241       as his new character. This may work out pretty well, especially if
       
   242       the NPC had a connection to the old character. In some games,
       
   243       players may create or improve NPCs with money and equipment, so
       
   244       the player has a vested interest in the NPC. Also, some GMs assign
       
   245       NPCs to players, so the players inherit a sort of character tree.
       
   246       The designer can always choose to formalize this sort of
       
   247       relationship in the game's rules.
       
   248 
       
   249     * *Serial Replacement:* The player gets a new character that is
       
   250       basically the same as the old character.
       
   251 
       
   252 The End?
       
   253 This wraps up character death. If you have questions or comments, about
       
   254 the article, please post them. I'm interested in what you have to say.
       
   255 Thanks for reading, and especially thanks for all your comments and
       
   256 discussion.
       
   257 
       
   258 Now, I have bad news. I don't like it, but this article wraps up my
       
   259 column (at least for now). I haven't run out of words or topics, but I
       
   260 have run out of time. I hope that after a few months, I'll be able to
       
   261 pick up again; but I can't make any promises. Therefore, thanks to Aeon
       
   262 and Allan Sugarbaker. Thank you for giving me the space to run my
       
   263 articles. More important, thanks to everyone who has read my column.
       
   264 Thank you for reading, and I really do hope you've enjoyed my articles.
       
   265 Most important, thanks to everyone who has taken the time to write any
       
   266 comments or discuss my column here in my little forum. Thank you for
       
   267 caring. It's easy to ignore the columns, or to read without commenting.
       
   268 It's something else to read a column and care enough to comment. I
       
   269 appreciate the effort and your input! You have made this column all the
       
   270 more worthwhile.
       
   271 
       
   272 
       
   273       What do you think? <http://trio.rpg.net/pf/list.php?f=110>
       
   274 
       
   275 Go to forum! <http://www.rpg.net/pf/list.php?f=110>
       
   276  Go to Top <http://www.rpg.net/pf/list.php?f=110>  |  New Topic
       
   277 <http://www.rpg.net/pf/post.php?f=110>  |  View Threads
       
   278 <http://www.rpg.net/pf/list.php?f=110&collapse=0>  |  Search
       
   279 <http://www.rpg.net/pf/search.php?f=110> 
       
   280 
       
   281  Topics 	Author  	Date 	Latest Reply
       
   282  cooldog cotangent
       
   283 <http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
       
   284 cranial_index  	01-31-2006 20:46  	01-31-2006 20:46 new
       
   285   CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
       
   286 corn_chamomile  	01-31-2006 20:25  	01-31-2006 20:25 new
       
   287  Fendi Spy Bags WHOLESALE@WizardReplica.com
       
   288 <http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 	514 
       
   289 12-02-2005 10:55  	12-02-2005 10:55 new
       
   290  Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
       
   291 <http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 	868 
       
   292 11-14-2005 19:41  	11-14-2005 19:41 new
       
   293  REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
       
   294 <http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 	794 
       
   295 10-20-2005 21:37  	10-20-2005 21:37 new
       
   296  Death/playing style
       
   297 <http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new 	Searcher 
       
   298 09-22-2003 11:35  	09-22-2003 11:35 new
       
   299  Death and actual immortality
       
   300 <http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new 	Cpl Ferro 
       
   301 07-19-2003 08:53  	01-13-2006 15:22 new
       
   302  Non-death death
       
   303 <http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new 	Sérgio
       
   304 Mascarenhas  	07-18-2003 03:07  	07-23-2003 02:38 new
       
   305  Thanks, Hunter
       
   306 <http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new 	Allan
       
   307 Sugarbaker  	07-16-2003 00:18  	07-17-2003 19:34 new
       
   308  Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
       
   309 Robin  	06-20-2003 01:23  	06-25-2003 02:34 new
       
   310  Something you might have mentioned.
       
   311 <http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new 	Yamo 
       
   312 06-19-2003 16:13  	06-19-2003 18:11 new
       
   313  BTW, excellent column, Hunter!
       
   314 <http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new 	flyingmice 
       
   315 06-19-2003 13:11  	06-19-2003 18:13 new
       
   316  Armor and Damage Thereto
       
   317 <http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new 	The Student 
       
   318 06-19-2003 08:45  	06-19-2003 11:44 new
       
   319  Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
       
   320 flyingmice  	06-19-2003 08:29  	06-20-2003 06:12 new
       
   321  Death spiral and unconsciousness
       
   322 <http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new 	Torben
       
   323 Mogensen  	06-19-2003 07:31  	06-20-2003 06:52 new
       
   324  lucky or skilled
       
   325 <http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new 	rhyme 
       
   326 05-12-2003 18:49  	05-13-2003 09:25 new
       
   327  Absolute, unopposed and opposed
       
   328 <http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new 	Torben
       
   329 Mogensen  	04-16-2003 02:19  	04-16-2003 09:26 new
       
   330  0-9 open ended = brilliant!
       
   331 <http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new 	Vibropod 
       
   332 03-12-2003 10:41  	07-18-2003 01:28 new
       
   333  Smooth rerolls
       
   334 <http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new 	Torben
       
   335 Mogensen  	03-12-2003 00:47  	03-16-2003 23:57 new
       
   336  Resolution Mechanics
       
   337 <http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new 	Kyle
       
   338 Schuant  	03-11-2003 22:14  	03-29-2003 21:28 new
       
   339 
       
   340  Go to Top <http://www.rpg.net/pf/list.php?f=110>  |  New Topic
       
   341 <http://www.rpg.net/pf/post.php?f=110>  |  View Threads
       
   342 <http://www.rpg.net/pf/list.php?f=110&collapse=0>  |  Search
       
   343 <http://www.rpg.net/pf/search.php?f=110> 
       
   344 	
       
   345  Newer Messages
       
   346 <http://www.rpg.net/pf/list.php?f=110&t=98&a=1&>  |  Older Messages
       
   347 <http://www.rpg.net/pf/list.php?f=110&t=25&a=2&> 
       
   348 
       
   349 ------------------------------------------------------------------------
       
   350 
       
   351 
       
   352       Previous columns
       
   353 
       
   354     * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
       
   355       Logan, 17jul03
       
   356     * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
       
   357       Hunter Logan, 19jun03
       
   358     * #6: Putting Theory to the Test
       
   359       </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
       
   360     * #5: Resolution Mechanics II
       
   361       </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
       
   362     * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
       
   363       by Hunter Logan, 11mar03
       
   364     * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
       
   365       Logan, 10feb03
       
   366     * Balance of Power </news+reviews/columns/dream20jan03.html> by
       
   367       Hunter Logan, 20jan03
       
   368     * Play Flow First </news+reviews/columns/dream01jan03.html> by
       
   369       Hunter Logan, 01jan03
       
   370 
       
   371 
       
   372       Other columns </news+reviews/columns.html> at RPGnet
       
   373 
       
   374 [ Read FAQ <http://forum.rpg.net/faq.php> | Subscribe to RSS
       
   375 <http://www.rpg.net/rss.phtml> | Contact Us <mailto:www@rpg.net> |
       
   376 Advertise with Us <http://www.rpg.net/ads/info.phtml> ]
       
   377 
       
   378 Copyright © 1996-2006 RPGnet & individual authors, All Rights Reserved
       
   379 RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved.
       
   380