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Thread: Preventing awkward player death?
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2013-11-11, 11:07 PM (ISO 8601)
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- Mar 2013
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- Psyscape, Rifts Earth
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Preventing awkward player death?
In a new game I am writing up the PCs are playing themselves. And it just occurred to me that knowing my group someone will die, probably. Is there any way to prevent this from occurring with out giving cheesy immunity to the PCs? The power level of this game is low enough that resurrection spells are not a clear or easy option. If it helps let me know what info is needed as the game is in the earliest design phases.
Avatar by Gazebo's Bane. Many thanks.
Nothing is more dangerous than a plan that is without an exit strategy.
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2013-11-11, 11:53 PM (ISO 8601)
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- Nov 2010
Re: Preventing awkward player death?
Why do you want to prevent their deaths?
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2013-11-11, 11:57 PM (ISO 8601)
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- Mar 2013
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- Psyscape, Rifts Earth
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Re: Preventing awkward player death?
Well it is awkward for a player to die and have no means (clean or easy to explain) to bring him or her back and they can't simply roll a new character as the characters are themselves.
Avatar by Gazebo's Bane. Many thanks.
Nothing is more dangerous than a plan that is without an exit strategy.
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2013-11-11, 11:59 PM (ISO 8601)
- Join Date
- Nov 2010
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2013-11-11, 11:59 PM (ISO 8601)
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- Aug 2013
Re: Preventing awkward player death?
Put the players in non life-or-death situations. A heavy RP/diplomacy/social maneuvering campaign should be good for this. A player character who screws up might be arrested by the palace guard, or simply banned from the vital councils, but he or she will still be alive, and will have a chance to overcome the difficulties their mistakes have created.
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2013-11-12, 12:06 AM (ISO 8601)
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- Jul 2006
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Re: Preventing awkward player death?
I'm not trying to be glib here, but just don't kill them. If you think it would be weird for their character to drop, then make the monster go elsewhere, have the trap hurt the badly enough for a hospital/healer (but not the morgue), "accidentally" dilute the poison intended for them.
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2013-11-12, 12:06 AM (ISO 8601)
- Join Date
- Jun 2012
Re: Preventing awkward player death?
Just make combat non-lethal in most cases? I usually run with neg hp means the character (PC or NPC) is either unwilling or incapable of fighting, not dying. Death comes solely from one actor deciding it will happen once a foe is in the negative.
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2013-11-12, 12:08 AM (ISO 8601)
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- Mar 2013
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- Psyscape, Rifts Earth
- Gender
Re: Preventing awkward player death?
Put the players in non life-or-death situations. A heavy RP/diplomacy/social maneuvering campaign should be good for this. A player character who screws up might be arrested by the palace guard, or simply banned from the vital councils, but he or she will still be alive, and will have a chance to overcome the difficulties their mistakes have created.Avatar by Gazebo's Bane. Many thanks.
Nothing is more dangerous than a plan that is without an exit strategy.
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2013-11-12, 12:13 AM (ISO 8601)
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- Mar 2013
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- Psyscape, Rifts Earth
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Re: Preventing awkward player death?
Sorry to double post.
I think I can work around it, bit of an odd way, in that the players were already targets of gods (good and evil) before this topic was relevant. The players are the preferred vessel of many of these gods in order to act in the world. I can work in a bit of divine intervention. I trust my players to not make this happen too often.Avatar by Gazebo's Bane. Many thanks.
Nothing is more dangerous than a plan that is without an exit strategy.
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2013-11-12, 12:21 AM (ISO 8601)
- Join Date
- Feb 2013
Re: Preventing awkward player death?
D&D retroclones:
SpoilerAdventurer Conqueror King
Basic Fantasy (free)
Dark Dungeons (free)
Dungeon Crawl Classics
Labyrinth Lord (free)
Lamentations of the Flame Princess (free)
Mazes & Minotaurs (free)
Myth & Magic (free)
OSRIC (free)
Swords & Wizardry (free)
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2013-11-12, 01:17 AM (ISO 8601)
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- Aug 2010
Re: Preventing awkward player death?
Use a system that doesn't use death as a primary failure mechanism.
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2013-11-12, 01:42 AM (ISO 8601)
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- Jul 2008
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- Poland
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Re: Preventing awkward player death?
PCs that drop down are not dead but dying and will bleed out if they don't get medical help in, say, 3-5 rounds. Easy enough to prevent, still keeps combat dangerous and exciting.
Siela Tempo by the talented Kasanip. Tengu by myself.
Spoiler
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2013-11-12, 06:43 AM (ISO 8601)
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- Apr 2013
Re: Preventing awkward player death?
That's pretty good right there, especially as it put a "timer" into effect, urgency can add to immersion.
Another option perhaps, they die but either fate or some other cosmic force (are you using the standard D&D cosmology?) isn't ready for them to leave and brings them back, but this comes at a corruption cost, if and when this happens player mysteriously returns to life the next day with some form of twist. Small silly things like no longer seeing the color green, to larger things, occasionally the world will send them strange messages (example a news paper that has a headline that only they can read which is normal again when someone else looks). Mess with them a bit if they die and come back.
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2013-11-12, 09:43 AM (ISO 8601)
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- Mar 2013
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- Stavanger, Norway
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Re: Preventing awkward player death?
dying is such an important part of the game that you shouldn't take that completely away. The most intense moments are when you are just one save dice away from dying, or like 20 hp fighting an beholdr that can disintigrate you with one hit, fights wouldn't be much "fun" if you always found a way to survive, even if you do a "supernatural" style of reviving with the vessels, it might work the first couple of times and that is ok for that matter, but after that you should consider letting them go, as they could always make new characters, eventhough they play as themselves, they could play as themselves as another class / race
You could do it the awesome way, have a necromancer /cleric / healer, live in a hut nearby, he says there is just a 25% chance of him surviving, throw a d100, then like 80-100 and he is ressurected, 30-79 he is an undead, depending on how well you hit he can either be disgusting and braindead, or undead with normal thinking but with minuses on several stuff(could be a lot of cool rpging there) under 30 he isnt ressurected at all and he stays dead.______________________________________________
"Use the force Harry!" - Gandalf
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2013-11-12, 10:28 AM (ISO 8601)
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- Jun 2005
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- Newfoundland
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Re: Preventing awkward player death?
Some good suggestions here, including having nonlethal-type encounters. My primary suggestion, though, would be to change up the "death and dying" rules (assuming you're playing 3.5 D&D).
1. You have a number of "Wound Points" equal to your Con score.
2. When you run out of HP, you are treated as disabled and further damage subtracts from your WP.
3. When you run out of WP you are unconscious and dying. As long as you receive first aid within 1 minute you will stabilize.
This means that that characters will really only die if there is a TPK. The threat of death is still very real, however, and you're taken out of the action if you get hurt.
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2013-11-12, 11:10 AM (ISO 8601)
- Join Date
- Jan 2008
Re: Preventing awkward player death?
could crib the Hero Points system from Pathfinder too. Basically gives them "one free pass". If they die twice in too short a time, they probably deserve it :P
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2013-11-12, 11:32 AM (ISO 8601)
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- Nov 2010
Re: Preventing awkward player death?
Have you tried asking your players about this? If they don't do much RP, they might be cool with their self-inserts getting gibbed.
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2013-11-12, 01:58 PM (ISO 8601)
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- Jan 2006
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Re: Preventing awkward player death?
What sort of game is this? What genre, setting, and stylistic conceits are available?
Might they be remote-piloting robo-clones of themselves? Might they be "logged in" to a video game? Might they be some sort of disembodied intelligence that wills a new avatar into existence after a time?
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2013-11-12, 02:59 PM (ISO 8601)
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- Oct 2010
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- Dallas, TX
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Re: Preventing awkward player death?
If you are going to prevent their deaths, and they find out about it, they will immediately take advantage of it to try ridiculous ideas.
[Also, to be clear - despite the thread name, we're talking about preventing character deaths, right?]
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2013-11-12, 03:05 PM (ISO 8601)
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- Nov 2010
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2013-11-12, 03:13 PM (ISO 8601)
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- Oct 2010
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- Dallas, TX
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2013-11-12, 03:32 PM (ISO 8601)
- Join Date
- Feb 2013
D&D retroclones:
SpoilerAdventurer Conqueror King
Basic Fantasy (free)
Dark Dungeons (free)
Dungeon Crawl Classics
Labyrinth Lord (free)
Lamentations of the Flame Princess (free)
Mazes & Minotaurs (free)
Myth & Magic (free)
OSRIC (free)
Swords & Wizardry (free)
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2013-11-12, 03:51 PM (ISO 8601)
- Join Date
- Jun 2008
Re: Preventing awkward player death?
The sacrifice must continue.
(I always want to make this joke whenever someone talks about "killing players", but this time it's rather apt. )
In seriousness--there's a number of problems with having players play themselves, and you've discovered one of them.Last edited by CarpeGuitarrem; 2013-11-12 at 03:51 PM.
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2013-11-12, 05:44 PM (ISO 8601)
- Join Date
- Mar 2013
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- Psyscape, Rifts Earth
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Re: Preventing awkward player death?
What sort of game is this? What genre, setting, and stylistic conceits are available?
If you are going to prevent their deaths, and they find out about it, they will immediately take advantage of it to try ridiculous ideas.
[Also, to be clear - despite the thread name, we're talking about preventing character deaths, right?]
NO, NOT BLACK LEAF!Avatar by Gazebo's Bane. Many thanks.
Nothing is more dangerous than a plan that is without an exit strategy.
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2013-11-12, 06:28 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Poland
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Re: Preventing awkward player death?
Siela Tempo by the talented Kasanip. Tengu by myself.
Spoiler
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2013-11-12, 06:50 PM (ISO 8601)
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- Feb 2008
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- Texas
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Re: Preventing awkward player death?
Why not just go ahead and plan for one? Have a player "decide" (to the rest of the group) to play his/her older brother/absent friend, etc.... and then kill that character.
Ie, put the fear of chardeath in them by killing a character that you planned to kill from the start. Just be subtle about it.
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2013-11-12, 11:06 PM (ISO 8601)
- Join Date
- Mar 2013
- Location
- Psyscape, Rifts Earth
- Gender
Re: Preventing awkward player death?
Why not just go ahead and plan for one? Have a player "decide" (to the rest of the group) to play his/her older brother/absent friend, etc.... and then kill that character.
Ie, put the fear of chardeath in them by killing a character that you planned to kill from the start. Just be subtle about it.Avatar by Gazebo's Bane. Many thanks.
Nothing is more dangerous than a plan that is without an exit strategy.
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2013-11-12, 11:41 PM (ISO 8601)
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- Nov 2011
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- Waterdeep
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Re: Preventing awkward player death?
I read the threat title and my first thought was my DM saying:
"You die in a compromising position. Pray that a necromancer does not find you like that."Roll for it 5e Houserules and Homebrew
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Awesome avatar by Ceika
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2013-11-13, 03:10 AM (ISO 8601)
- Join Date
- Oct 2009
Re: Preventing awkward player death?
So in not the only one who thought about a pc's corpse being found with its pants around its ankles.
If you're okay with silly you can just do it Kenny style; if someone dies they're just inexplicably alive again at the beginning of the next session and noone acknowledges that they did die in-character. Having to sit out the rest of the session can be enough of a deterrent for some players to avoid excessive silliness.I am not seaweed. That's a B.
Praise I've received A quick outline on building a homebrew campaign
Avatar by Tiffanie Lirle
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2013-11-13, 10:57 AM (ISO 8601)
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- Oct 2007
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- Chicago, IL
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Re: Preventing awkward player death?
Why is this not a Have A Nice Death line in a Sierra Game already?
* * *
So, the best solution is to play a game where PC death is not the primary failure mechanism (as kyoryu said) -- and there are plenty that exist -- but I imagine you already have a system in mind for this campaign.
Judging by your notes, you have two main options:
(1) Divine Intervention
(2) Sacrifice Others
#1 has that some powerful force keeps resurrecting the fallen PCs. This is the most direct solution, fits your scenario, and avoids the inevitable "PC Death = Massive Loot" problem that most "Identical Twin" mechanisms produce. The primary problem, of course, is that without mortality to worry about your Players are more likely to subject their PCs to suicidal actions, confident that they will be revived.
#2 is trickier, but has all the benefits of #1 without the problems. Here the PC is getting resurrected by some outside force but must sacrifice someone else / something valuable to do so. This can range from "my favorite NPC" to "more of the world succumbs to evil" depending on your flavor. Even if your Players are as RP-adverse as you state, tainting their game-world every time they resurrect is likely to keep them from causally offing themselves.
How do those sound?Last edited by Oracle_Hunter; 2013-11-13 at 10:58 AM.
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