Game WISH 89: All Good Things Must Come To An End
As you’ve probably noticed from the last few posts, I’ve been catching up on Game WISHes this afternoon. Part of what prompted me to do this was Ginger’s announcement that the meme will be ending with the hundredth WISH. While I haven’t always gotten a lot out of each and every WISH, I’ll be sorry to see them go, because they usually made me think. Of course, that was the whole point.
WISH 89: All Good Things Must Come To An End
How do you handle character death, as a player and/or GM? What makes a good death or a bad death? Have you ever had a character die? What happened?
The thing that struck me when I read this question was just how long it had been since I’d had a character actually die (at least in any sort of permanent way). I’m in an occasional complete hack-n-slash game with some friends I’ve known since college, but death is almost never permanent there, and I hardly even consider that an RPG….it’s more like low-tech multi-player Diablo. Other than that (and maybe a few con games), my characters just don’t seem to die, and neither do the characters of other players in the game. Of course, I’ve likely just jinxed my monthly D&D 3.5 character by saying that.
In any case, I think that it’s important to make a character death either very meaningful or very senseless. I know those sound contradictory, but my point is that it should always lean toward one extreme or the other, and never just be mundane and ho-hum. A tragic and pointless death can be as much a catalyst for drama as a brave and inspiring one.
March 21st, 2004 at 9:33 pm
If your character ends up jinxed, then the rest of the group is REALLY in trouble!
But seriously, as a GM I used to have a big problem with this; I could *never* bring myself to kill a PC in my games, and the players started to figure this out. The results were as much my fault as theirs, and let’s just say that it wasn’t pretty…
I’ve come to be able to kill PCs when I must, and I also have gotten a lot better at not insulating PCs from foolish choices. IMO, I think it comes down to the fact that denying PCs death really can detract from the game by eliminating the sense of risk that you really need in any adventuresome style of game.
If the players believe that their characters CAN die (even if they don’t) then they will be more careful and feel more of sense of danger.