Monday, June 19, 2017

RPG Game Play: Character Death

This week, I wanted to discuss an issue that no tabletop role-player wants to think aboutCharacter Death.



A key difference between tabletop role-playing games and other games wherein players assume the role of a character, such as some board games and war games, is that tabletop role-players often make mental and emotional investment in their character.  As a consequence of this investment, the possibility of Character Death has important effects on game play (e.g., raising the stakes, adding dramatic tension, etc.), as well as interesting knock on effects (e.g., encouraging players to pay much closer attention).

However, the possibility of Character Death is not a given in tabletop RPGs.  Sometimes, this lack of Character Death is a function of the particular tropes of a genre (e.g., superhero games).  However, other times, this lack of Character Death is accomplished by nerfing Random Number Generation (RNG) via player narrative tools.  Indeed, in some New School games, characters pretty much can't even die unless the player agrees, making "dying" a player's choice.

The stated rationale for this position is that the story is more important than the simulation or the game aspects in those games.  For example, in "FATE Core" (2013):
"We recommend [taking Character Death off the table], mainly for the following reason: most of the time, sudden character death is a pretty boring outcome when compared to putting the character through hell. "

Character Death is a pretty boring outcome?




Suffice to say, "FATE Core" and other story games hold the minority opinion among tabletop role-player.

By contrast, in many Old School games, Character Death is a ever present possibility, forming a key part of the tone of such games.  For example, in "Original Dungeons & Dragons" (1974) and similar games, the characters risk life and limb for the chance at fame and loot.  Without the possibility of Character Death, the perilous atmosphere loses most, if not all, of the edginess, and the risk/reward nature.

Of course, some critics mistake advocating for the POSSIBILITY of Character Death for advocating for a REQUIREMENT of such.  Advocates for the NECESSITY of Character Death, if they exist, must be extremely rare.

Character Death is mitigated in some games by giving players the opportunity to resurrect characters,
or by using bleed out rules.  Other games substitute major wounds for Character Death.  However, in my humble opinion, this is a bridge too far towards New School.  Indeed, except for genre exceptions (e.g., superhero games), a game can't really be Old School unless the possibility of Total Party Kill (TPK) is on the table.





Of course, the death of a character (especially Permadeath) can be a touchy subject for a player.  Character Death can be keenly felt and painful.  As a result, everyone's expectations should be on the same page, preferably before play begins, as a part of the group's "social contract".



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