frequency of death

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Captain_K
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frequency of death

Post by Captain_K »

How often do PCs in you game die? Once per every 50 hours of play? Any estimates?

When PC death occurs, raise/resurrect/reincarnate or new PC?

Having an occasional death seems to keep the risk and suspense for all more real... key for me is not "killing the fun" for that player, the group or that night.

Thoughts?
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Re: frequency of death

Post by Treebore »

It varies, but if it were to be averaged out, I'd guess/estimate one death every 10 hours. They usually opt for the character to be brought back to life via Raise Dead, Resurrection, or Reincarnation.

Does the death bring the players down? I have no doubt it does. It is the clearest case of "losing" we have in this game of ours. I know I don't like it when my characters get killed, but at least I can get him raised in some manner and try to avoid dying yet again. It really bugs me when I die due to no fault of my own. Like is it my fault the guy had a Feathered Edge Sword and cut off my head? Nope. Is it my fault the Purple Worm rolled a Natural 20 and swallowed me whole, killing me within two rounds? Nope. Being able to be Raised lessens the sting of the death, but it still stings.
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Re: frequency of death

Post by Arduin »

I've never killed a PC. They kill themselves. Or not. I don't keep track of game hours. If one dies at low levels there isn't much to be done except start another PC. At mid & higher levels they can either afford or can themselves, cast the needed spell(s) to revivify.
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Daniel
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Re: frequency of death

Post by Daniel »

Captain_K wrote:
>> How often do PCs in you game die?
I would say not often, but it does happen.

>> When PC death occurs, raise/resurrect/reincarnate or new PC?
I leave that up to the players. But for my characters, I have always let them go and created a new one. It gives me a sense of danger that keeps the game slightly edgier for me. No easy way out of death keeps me focused in a game.

>> Having an occasional death seems to keep the risk and suspense for all more real...
I agree 100%.

>> ... key for me is not "killing the fun" for that player, the group or that night.
I agree with this as well. I try not to forget it is a game we are playing and make sure the fun does not get lost. However, I will also say that there are times the sadness of a loss can also add to the overall enjoyment of the game as well if it is handled right.

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Re: frequency of death

Post by Buttmonkey »

In my game, PC death is rare. We had a TPK about a year ago, but I don't think we've had any other PC deaths since then. However, near-TPKs are frequent. I have come close to wiping out the party probably every two sessions. I need to reduce that rate a bit. I think it has to be demoralizing for the players to constantly be getting their asses kicked and narrowly coming through. That level of risk comes with a lot of excitement, but I don't think the excitement factor can keep it fun when it is an every week thing. Although PC deaths have been rare, we've had several NPC hirelings bite the dust over the last year.
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Re: frequency of death

Post by Rigon »

I try to keep deaths to a minimum, but they do happen. Usually in some grand fashion, like exploding corpses (Nate) or exploding mountain tops (everyone in the Illefarn game). ;) Like BM, it is usually mostly dead, though. If a character does die, they have the option to either create a new PC or to raise the old PC (if they have the means).

I agree with you Capt, that the occasional death keeps the game exciting, meaningful, and challenging.

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Jyrdan Fairblade
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Re: frequency of death

Post by Jyrdan Fairblade »

It depends on the system, but it’s generally pretty rare. Playing 1e, which was about as deadly as it got, there were a total of four character deaths in the recent year-long campaign, with raise dead being used in every case. In five months of my current campaign, there’s only been one death, though there were some close calls. That was the player that had a bit of meltdown after his character died while trying to take on the BBEG single-handed.

I always try to have the option to raise the dead available – if they don’t have the cash to do so, I generally offer the option of going on a quest for the temple in question in exchange for the raising.

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Re: frequency of death

Post by serleran »

Someone dies every game session.

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Re: frequency of death

Post by Daniel »

serleran wrote:Someone dies every game session.
Keeping in mind we mean characters and not players. :lol:

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Re: frequency of death

Post by Captain_K »

Great discussion and input... keeping things life threatening, the risk, the chance to die, seems to make the game kind of what it is... life and death.. we love to kill the NPCs and monsters.. but sometimes, well as they old cartoons, "Sometimes the Dragon wins."

Cheers..
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Re: frequency of death

Post by Lurker »

I've been thinking about it ... I haven't lost a lot of characters. Not surprisingly most of them were Paladins, one or 2 were Cavilers, The rest retired safely into old age and comfortable living.

With my characters deaths, usually I chose the death in an honorable and heroic fashion. Holding a pass, fighting a demon, etc and sacrificing the character so the party could escape. Things like that.

Oh yeah, my first character's death, the mage thrown to the orcs after he cast his last spell for the day... but that doesn't count ;)
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Re: frequency of death

Post by Daniel »

Lurker wrote: With my characters deaths, usually I chose the death in an honorable and heroic fashion. Holding a pass, fighting a demon, etc and sacrificing the character so the party could escape. Things like that.
And that can be quite satisfying. Sometimes the story requires sacrifice and when you do it, the overall game moves from just another Friday night into Gamer Legend. Those are the games we talk about years later. The moments that can make a years game worth it. :mrgreen:

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Re: frequency of death

Post by serleran »

Daniel wrote:
serleran wrote:Someone dies every game session.
Keeping in mind we mean characters and not players. :lol:
We do?

I still hold my answer is correct.

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Re: frequency of death

Post by Captain_K »

Going into a gaming night, knowing the norm is one PC will die each night... that could be really interesting... you'd need a fast way to get that player playing again.. that said... it would be a real different feel to a game where a PC dies EACH night... if you kept that death evenly distributed it would be quite the honor to be "last to be killed".. but if it was the same PC.. well, we'll just call that PC "Kenney"
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Jyrdan Fairblade
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Re: frequency of death

Post by Jyrdan Fairblade »

If we’re talking about the old UA Cavalier class, I’m not surprised. The code of conduct as-written is practically a death sentence.
Lurker wrote:I've been thinking about it ... I haven't lost a lot of characters. Not surprisingly most of them were Paladins, one or 2 were Cavilers

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Re: frequency of death

Post by Tadhg »

Never.

Fortune favors the good.

Good triumphs over chaos, evil, fate, neutrality, stupidity, insanity, magic, dyslexia, leprosy etc.

In my world, characters are wise to choose gods and tell me how often you pray to them.

The gods may then favor you . . and protect you. Thus, they are the same as luck or fate points, but I'd rather flavor the scenarios with divine protection via in game action rather than out of game dice rolls.

One of the greatest things about being a CK is . . how close can you bring the players to death without killing them. Killing is easy, but having them hanging by a thread at death's door is the real challenge!

:D
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Re: frequency of death

Post by Andrew »

I think Treebore's quote in his signature by Gygax sums it up best how players should (in general) die:

"The worthy GM never purposely kills players' PCs. He presents opportunities for the rash and unthinking players to do that all on their own." - E. Gary Gygax (1938-2008)

I think deaths should happen, and they should happen in a variety of ways, as it's the risk involved in these type of games. You take that part of the gamble away and I think a lot of the luster is lost and you are doing a disservice to you and your PC's.

The two ways I handle death-- that a player's death typically should not be meaningless (i.e. death likely will come via great sacrifice, heroic-like action, etc.), or I'll also kill an occasional player who couldn't keep his hand out of the cookie jar, such as that very... tempting... giant... gem... Over there on that inconspicuous pedestal... I'll just step over these bodies...

Rarely, but I do, allow a character to simply die in obscurity by the pack of ravenous kobolds. This infrequent, but unplanned death keeps the danger real and the players crafty. Never though, will I intentionally plan, or spitefully kill a player--then it isn't a game.

Having PC'd myself plenty, I also understand the attachment that can come with a character over numerous game sessions. You do breathe life into them and on occasion cherish them deeply. With that said, I'm typically reluctant to simply retire a dead character who's been around the dungeon a time or two. I'll allow resurrection in certain instances for a very heavy price.

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Re: frequency of death

Post by Lurker »

Rhuvein wrote:Never.

Fortune favors the good.

Good triumphs over chaos, evil, fate, neutrality, stupidity, insanity, magic, dyslexia, leprosy etc.

In my world, characters are wise to choose gods and tell me how often you pray to them.

The gods may then favor you . . and protect you. Thus, they are the same as luck or fate points, but I'd rather flavor the scenarios with divine protection via in game action rather than out of game dice rolls.

One of the greatest things about being a CK is . . how close can you bring the players to death without killing them. Killing is easy, but having them hanging by a thread at death's door is the real challenge!

:D

Rgr that!

Back in the day when I DMed, it paid to follow your faith (and as it was polytheistic setting, be faithful to 3 or 4 gods/goddess). There were times I showed the players their failed roll. However, I would then narrate it that some how their feet found the right path, the weapon they knew should have broken be intact etc, and put the reference to the echo of their last prayer into it. Made for great role playing.

Hanging by a thread at death's door, I like that visual ... I'll have to steal it from you! :)
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Re: frequency of death

Post by Ancalagon »

Captain_K wrote:How often do PCs in you game die? Once per every 50 hours of play? Any estimates?
PC death varies greatly depending on circumstances.
Captain_K wrote:When PC death occurs, raise/resurrect/reincarnate or new PC?
IMC raise dead and resurrection are extremely rare. Reincarnate is a remote possibility but usually not before 5th level, depending on circumstances.
Captain_K wrote:Having an occasional death seems to keep the risk and suspense for all more real... key for me is not "killing the fun" for that player, the group or that night.

Thoughts?
I don't worry too much about "killing the fun" for my players since they're all adults and understand that adventuring is some dangerous business. I run my game fairly and leave the results to the players decisions and the luck of the dice. If the PCs succeed then I'm happy for them. If they fail or even die then so be it.
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Re: frequency of death

Post by alcyone »

As a CK I think I take the deaths harder than the players. That said, they don't die as much as would seem likely given the danger they are in.
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