Slarg
2017-06-11, 09:36 PM
In case you don't know, in the Dark Souls' franchise you play as Undead/Unkindled (Don't ask) who has no overt special powers in the Strength/speed/intelligence departments. You are Cursed with the Dark Sign, a brand that marks you as an Undead, doomed to die over and over. This power comes at a heavy price, however; with every death the Undead lose parts of themselves: Their memories, their morals, and their sanity until nothing is left but a murderous husk with a thousand yard stare.
Dark Souls is also known for it's difficulty, with death counts of new players typically being in the 200-300 range for a new playthrough. This facilitates that even players can "go Hollow" and become insane; if they give up before making their quest, it's understood that that is what happened to them.
So, this is what I was thinking of doing for my D&D Campaign, please tell me what you think;
Players start out having to define several characteristics about their backstory:
1. Name
2. Place they were born.
3. Members of their family, be it if they were/are married or still thinking of family as their parents/siblings.
4. The name of their kingdom.
And then two wildcards based on class; What order of Knight were you, what Thieves Guild did you belong to, that sort of thing. When a player character dies, they respawn at the last town they rested at and lose one of those characteristics; they can forget who they served, what their quest was, their family, and even their name (They can be reminded, but they won't remember it after being reminded). If a player loses all of these memories, their character wonders off and becomes a hostile NPC that I can use to pit the party against.
Complete with notes as to how that player played that character, turning any cheesy tactics the players use against them. Upon losing the character, the players can re-roll a character that is X - (X/6) level, where X was that character's level. 12 goes to 10 for instance.
Combat will be dialed upward where they go against monsters they can't really fight by Leeroy Jenkinsing in, but I do intend to hand out more Magic Items than normal.
Basically, my hope is that I can get my players to act hyper cautiously and throw things that are too big for them to handle, but not punish them too much for screwing around/the occasional death. And having a horror scenario where one of them surprise-dies and the rest of the party knows that it just got real; Entering a haunted house, hearing a little girl crying in a room, go to save/comfort her and having her rip one of their hearts out for instance. It would also hopefully invest them in the occasional fight against their old characters as well.
Thoughts?
Dark Souls is also known for it's difficulty, with death counts of new players typically being in the 200-300 range for a new playthrough. This facilitates that even players can "go Hollow" and become insane; if they give up before making their quest, it's understood that that is what happened to them.
So, this is what I was thinking of doing for my D&D Campaign, please tell me what you think;
Players start out having to define several characteristics about their backstory:
1. Name
2. Place they were born.
3. Members of their family, be it if they were/are married or still thinking of family as their parents/siblings.
4. The name of their kingdom.
And then two wildcards based on class; What order of Knight were you, what Thieves Guild did you belong to, that sort of thing. When a player character dies, they respawn at the last town they rested at and lose one of those characteristics; they can forget who they served, what their quest was, their family, and even their name (They can be reminded, but they won't remember it after being reminded). If a player loses all of these memories, their character wonders off and becomes a hostile NPC that I can use to pit the party against.
Complete with notes as to how that player played that character, turning any cheesy tactics the players use against them. Upon losing the character, the players can re-roll a character that is X - (X/6) level, where X was that character's level. 12 goes to 10 for instance.
Combat will be dialed upward where they go against monsters they can't really fight by Leeroy Jenkinsing in, but I do intend to hand out more Magic Items than normal.
Basically, my hope is that I can get my players to act hyper cautiously and throw things that are too big for them to handle, but not punish them too much for screwing around/the occasional death. And having a horror scenario where one of them surprise-dies and the rest of the party knows that it just got real; Entering a haunted house, hearing a little girl crying in a room, go to save/comfort her and having her rip one of their hearts out for instance. It would also hopefully invest them in the occasional fight against their old characters as well.
Thoughts?