Comments on 2019-02-17 Ten Commandments

Rather than You will die, I’d go with something like, You will become more strange - Strange might mean a restless ghost or a forgotten pile of bones a the bottom of a pit or it could mean a demi-god with an axe stolen from hell or a broken peasant who remembers when they delved into the barrow pits but you will become strange.

Judd 2019-02-20 22:30 UTC


Your mileage may vary, of course, but for my games, PC death is more in the realm of “your character is permanently removed from play and you will need to make another one”. That could still mesh with what you suggest +Judd, but the “You will die” thing is more like “hand your character sheet to the GM; it’s no longer yours to play with”. (I suppose some people might even suggest that character death takes the PC out of the hands of anyone at all to play, even the GM.)

– Viktor 2019-02-20 22:36 UTC


In my game, “out of the hands of anyone at all to play” works for me, although I’ve had resurrection happen, usually in exchange for “one last job” or the like. I think the permanent removal of the character and thus the loss of time and energy invested is what gives us the opportunity for heroism.

The transformation into something strange is interesting from a world building perspective, but the examples given make me think that the result is still that the character is out of play. In my game, similar things happen when characters lose too many limbs. Veterans of the Napoleonic wars, they end up in the cities, no longer adventuring, out of play except for the world building aspect.

– Alex Schroeder 2019-02-21 09:51 UTC


Yeah, it feels like “out of play” is the important bit to me, and adding to the world’s fiction/background other than just “Bob died” is a fine tactic.

Viktor 2019-02-21 14:43 UTC


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