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The Impossible Dream
#8: True Death
*by Hunter Logan*
Jul 17,2003
In most rpgs, characters can die. Whether they ever actually do or not
is largely a matter of design philosophy, player skill and GM/player
desire. In any case, this installment is all about character death.
Defining Death
It's a good idea to begin with a definition of character death. On one
hand, a character is dead when he meets the conditions for death
according to the game's rules. That's when the character runs out of hit
points or fails the critical saving throw, or something similar. On the
other hand, death is not always the end. So, I thought about my own
definition for character death.
I think a character is only truly dead when he is permanently removed
from the player's control. Death is not really about the character's
mind or body; it's about playability. A character can be bent, twisted
or mutilated as much as anyone wants. As long as the player can still
play the character, that character is still alive. When the player can't
play that character any more, then the character is truly dead.
This definition may cause problems. If a character dies but only stays
dead long enough to get resurrected, then I say the character isn't
really dead. Yet, the player is inconvenienced and may need to play
another character to stay active in the game. Meanwhile, a character may
lose all of his humanity and become an NPC for the rest of the game.
Even though that character is still alive, I say that character is truly
dead because the player can't play that character any more. This
definition affects my approach to character death.
Approaching Death
Most designers (and GMs) have a philosophy on death for their games.
Sometimes, the PC's life is fragile and characters are easy to kill.
Other times, the PC's life is rugged and characters are extremely hard
to kill. Sometimes, death is serious business. Other times, it's a
source of humor. Sometimes death is permanent. Other times, it's a
doorway to character evolution. Here are some factors that a designer
may consider when forming an approach to character death.
*The Value of Life:* How important is the character? If the character is
important, then characters won't die very often - At least they
shouldn't die very often. If characters aren't that important, then they
might drop like flies. This works as a scale that runs from cheap to costly.
* *Cheap:* It's not that the character is patently unimportant...
Well, maybe it is. But really, the character's life is just not
that important. It would be nice if the character could live
through the adventure; but if he doesn't, that's okay because the
character is easily replaced. This approximates the value of all
the cannon fodder in any game world. A game like Paranoia is a
good example. In that game, it seems the characters aren't that
important. Each player has several clones of his character and
half the fun is seeing how many different and creative ways a
character can die.
* *Average:* The character is of some importance, if for no other
reason than the player spent an hour or more creating the
character. Thus, the character is expected to survive for a while.
From the designer's perspective, this is the default value. The
character is important, but a character can be killed at any time.
A game like /D&D/ exemplifies this attitude pretty well. It seems
that characters are important. The whole point of the game is for
players to keep the characters alive long enough to achieve
impressive high level and do amazing things. And yet, a character
is never important enough to truly cheat death. Under the right
circumstances, wandering monsters in random encounters can always
kill a character.
* *Costly:* The character is extremely important - So important that
his death simply can't be left to random chance. At this point,
killing a character takes something extra. Maybe only an important
NPC or powerful monster can do it; or maybe it requires the
consent of the player. And on the flip side, maybe it's expensive
for characters to kill. Maybe when a character kills, he loses
something - humanity, sanity, whatever. Or maybe for a character
to kill, the player has to do spend a resource or roleplay the
kill in exquisite detail. Or maybe killing is illegal and the
criminal justice system in the game world is frighteningly
efficient at finding and punishing killers.
*The Causes of Death:* How can a character die or otherwise fall out of
play?
* *Death of the Body:* Of course, characters can almost always die
from physical trauma. Weapon hits and other injuries can usually
take out even the most powerful characters.
* *Death of the Mind:* If physical death isn't bad enough, the
character can lose his mind. The classic example is /Call of
Cthulhu/. All characters will lose Sanity and eventually end up
insane, drooling and gibbering in the protective confines of
Arkham Asylum or some such place.
* *Death of the Spirit:* This is one step beyond death of the mind
or body. Here, the character actually loses his inner spirit, his
very soul. This can happen to /Shadowrun/ characters when they
send their spirits into astral space. There, the character's
spirit can get into fights and die. If that happens, the meat body
is well suited for organ donation or medical experiments. On the
other hand, a character in a game like /Sorcerer/ can lose too
much humanity. When that happens, the character usually becomes an
NPC in the hands of the GM. He's not necessarily dead, but he
might as well be.
*The Nature of Death:* As in TV shows, movies, and comic books, death is
not necessarily the end of an rpg character. In some games, characters
can be resurrected or brought back. In other games, the character may
live beyond death as a disembodied spirit, an undead, or as some sort of
supernatural creature. In a few games, characters even have serial
lives. Here are some ideas about the nature of death.
* *Death is the End:* This is the most brutal way of handling
character death, and it's likely the most realistic. When the
character dies, the character is irrevocably lost. The player has
no way to raise, resurrect, recover, or return the character to play.
* *Death is Temporary:* When the character dies, he is out of play
until someone cares enough to recover the character's life. In
this way, death becomes more like unconsciousness than death. This
is especially true when the means to bring the dead back to life
are cheap and plentiful.
* *Death is only the beginning:* I think this was a tagline on the
cover of the /Kult/ rpg, but it refers to the notion that
characters do not really die when they are killed. Instead, the
dead characters live on in another form and possibly in another
place. So, when the character dies, he becomes something else.
*The Decision to Die:* Who decides when and how a character dies? On the
surface, this seems easy. The vast bulk and majority of games put the
conditions for death in the rules. A character takes too much damage,
and he dies. A character loses too much Sanity and goes insane. In these
events, the character dies; but who or what actually decided the
character would die at that particular point in time? Was it a die roll,
the GM, or the player?
* *The Dice:* Designers usually let the rules decide the conditions
for character death, and the decision-makers are often nothing
more than dice. Sometimes, one crappy die roll at the wrong time
is all it takes. Then the player must make a new character. This
is considered somewhat realistic. After all, in life we never
really know when or how we are going to die. It's even satisfying.
Players play to the best of their ability and make the best
decisions they can. Frequently, they don't mind the risk as long
as they have the chance to make decisions leading up to the event.
If the characters live, then it's a shiny victory. If the
characters die, it's a learning experience and maybe it adds
weight to the campaign.
* *The GM:* Designers rarely give the GM sanction to blatantly kill
characters. /Cyberpunk 2020/ does have a note about killing
overpowered characters because the future is disposable, but that
sort of advice is unusual. In practice, the GM almost always has
the power to kill characters; and designers don't often address
the point. When is it okay for the GM to simply kill characters?
The answer for any situation will depend on the designer and the game.
* *The Player:* Designers sometimes give players the right to choose
when, where, and how their characters will die. Of course, this is
grim business. Usually, players spend all their efforts keeping
their characters alive. Yet, the opportunity to give a character a
spectacular and worthy death appeals to some players. It's worth a
designer's time to at least consider the possibility when crafting
the rules for a new game.
Avoiding Death
Just as designers consider all other factors of character death,
designers also consider methods players can use for avoiding character
death. Here are some possibilities:
* *Expendable resources:* Give the players finite resources they can
use to cheat death. These might include plot points or victory
cards. When all else fails, the player can use one of these to
make the current problems go away.
* *Manageable resources:* Give the players resources such as hit
points, humanity, or sanity. The players then have a measure of
responsibility or control over a character's life.
* *Character abilities:* Give the characters abilities that players
can use to avoid death. These include magic spells, special
skills, and the like.
* *Items:* Give the players items that can protect characters from
certain causes of death. This might be the cheap way to get the
job done, but it beats being dead.
* *Saves:* Give the players an opportunity to save their characters.
The ubiquitous /saving throw/ is one way to do this. When faced
with something unpleasant, the player may roll dice to reduce or
eliminate the effect on the character.
Integrating Death
Like any other part of a game, death can be integrated into the game
design. I don't think there's a play flow for death. When a character
dies, it's an outcome, not a process. Damage is part of the process;
death is a result of the process. Yet, processes surrounding death might
be part of a death flow. For example, a character is poisoned. The
player attempts to save against the poison. The save fails, so the
character is dying. Another character uses an item to stop the poison.
If the item works, the character is saved. If not, the character may die
after all.
Planning for Death
As a final thought, designers might consider their plans for character
death. often, the plan is pretty simple: When the character dies, the
player writes up a new character. While this is a perfectly valid plan,
it's not always well suited to a particular game. Here are a few other
possibilities:
* *Character Tree:* The player generates a group of characters. The
player then rotates these characters in and out of play. When a
characters dies, the player usually has the option to create a
replacement and add him to the tree.
* *Improved Replacement:* The player creates a new character, but
the new character gets advantages based on how well the player
handled the old character. Of course, the player is encouraged to
play well because frequent character death will lead to weaker
replacement characters.
* *NPC Replacement:* The player gets to continue play using an NPC
as his new character. This may work out pretty well, especially if
the NPC had a connection to the old character. In some games,
players may create or improve NPCs with money and equipment, so
the player has a vested interest in the NPC. Also, some GMs assign
NPCs to players, so the players inherit a sort of character tree.
The designer can always choose to formalize this sort of
relationship in the game's rules.
* *Serial Replacement:* The player gets a new character that is
basically the same as the old character.
The End?
This wraps up character death. If you have questions or comments, about
the article, please post them. I'm interested in what you have to say.
Thanks for reading, and especially thanks for all your comments and
discussion.
Now, I have bad news. I don't like it, but this article wraps up my
column (at least for now). I haven't run out of words or topics, but I
have run out of time. I hope that after a few months, I'll be able to
pick up again; but I can't make any promises. Therefore, thanks to Aeon
and Allan Sugarbaker. Thank you for giving me the space to run my
articles. More important, thanks to everyone who has read my column.
Thank you for reading, and I really do hope you've enjoyed my articles.
Most important, thanks to everyone who has taken the time to write any
comments or discuss my column here in my little forum. Thank you for
caring. It's easy to ignore the columns, or to read without commenting.
It's something else to read a column and care enough to comment. I
appreciate the effort and your input! You have made this column all the
more worthwhile.
What do you think? <http://trio.rpg.net/pf/list.php?f=110>
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Topics Author Date Latest Reply
cooldog cotangent
<http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
cranial_index 01-31-2006 20:46 01-31-2006 20:46 new
CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
corn_chamomile 01-31-2006 20:25 01-31-2006 20:25 new
Fendi Spy Bags WHOLESALE@WizardReplica.com
<http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 514
12-02-2005 10:55 12-02-2005 10:55 new
Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
<http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 868
11-14-2005 19:41 11-14-2005 19:41 new
REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
<http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 794
10-20-2005 21:37 10-20-2005 21:37 new
Death/playing style
<http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new Searcher
09-22-2003 11:35 09-22-2003 11:35 new
Death and actual immortality
<http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new Cpl Ferro
07-19-2003 08:53 01-13-2006 15:22 new
Non-death death
<http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new Sérgio
Mascarenhas 07-18-2003 03:07 07-23-2003 02:38 new
Thanks, Hunter
<http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new Allan
Sugarbaker 07-16-2003 00:18 07-17-2003 19:34 new
Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
Robin 06-20-2003 01:23 06-25-2003 02:34 new
Something you might have mentioned.
<http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new Yamo
06-19-2003 16:13 06-19-2003 18:11 new
BTW, excellent column, Hunter!
<http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new flyingmice
06-19-2003 13:11 06-19-2003 18:13 new
Armor and Damage Thereto
<http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new The Student
06-19-2003 08:45 06-19-2003 11:44 new
Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
flyingmice 06-19-2003 08:29 06-20-2003 06:12 new
Death spiral and unconsciousness
<http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new Torben
Mogensen 06-19-2003 07:31 06-20-2003 06:52 new
lucky or skilled
<http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new rhyme
05-12-2003 18:49 05-13-2003 09:25 new
Absolute, unopposed and opposed
<http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new Torben
Mogensen 04-16-2003 02:19 04-16-2003 09:26 new
0-9 open ended = brilliant!
<http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new Vibropod
03-12-2003 10:41 07-18-2003 01:28 new
Smooth rerolls
<http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new Torben
Mogensen 03-12-2003 00:47 03-16-2003 23:57 new
Resolution Mechanics
<http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new Kyle
Schuant 03-11-2003 22:14 03-29-2003 21:28 new
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------------------------------------------------------------------------
Previous columns
* #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
Logan, 17jul03
* #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
Hunter Logan, 19jun03
* #6: Putting Theory to the Test
</news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
* #5: Resolution Mechanics II
</news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
* Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
by Hunter Logan, 11mar03
* Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
Logan, 10feb03
* Balance of Power </news+reviews/columns/dream20jan03.html> by
Hunter Logan, 20jan03
* Play Flow First </news+reviews/columns/dream01jan03.html> by
Hunter Logan, 01jan03
Other columns </news+reviews/columns.html> at RPGnet
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