Let's Kill A PC! Running the Game #68
Video Statistics and Information
Channel: Matthew Colville
Views: 552,880
Rating: 4.9508572 out of 5
Keywords: dungeons and dragons, D&D, running the game, matt colville, learn to play, PC death
Id: xZdS8lP-Sdo
Channel Id: undefined
Length: 23min 38sec (1418 seconds)
Published: Wed Oct 31 2018
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One thing I've done a couple of times: my players can see when the TPK is imminent. Whenever they start losing hope, I ask a forward question: "How do you survive?". It helps as a reminder that they may have creative ways to get out, to parlay or do some other unexpected thing, and that I am open to it. Whenever they tunnel vision on combat, that can let them save themselves without me as the DM creating a solution.
The obvious issue with presenting HP as a measure of resolve or heroism is that effects that are explicitly 'healing' effects increase HP.
What is the solution? Simply do not address wounds or healing except when they are important for narrative or immersion. Did the cleric cast a healing spell on you? Well, then you were injured. Did the fighter use their second wind to restore HP? Well, they were just beat up and tired.
I haven't found a useful cheat that both retains the elegance of the HP system while still keeping verisimilitude. I don't think one exists.
I personaly like to run with a rule we came up with about ten years back.
A single players has the chance to, once per story arch, survive an attack if the player, on purpose, excepts a crippling injury. In game context that means the character is near death..and the enemies start to ignore them since the character is no longer a threat. The character however pulls through.. with a limb or sense less.
Once upon a time, most groups played DnD like a wargame. The story was about the campaign. "What was the mission?" "Was it successful?" "Who died along the way?" Now most people I meet see the game as narrative focused. "Who is my character?" "What adventures did they have along the way?" These are both perfectly valid ways to play, but I agree with Matt, you need to determine at the beginning what kind of game you are playing, especially if your play group is mixed in their expectations. Smoothing those all out will go a long way. So definitely throw the question "Is this story about the characters, or the mission?" into your session zero.
The second thing I think should be considered when thinking about character death is a paradigm shift in thought. Instead of thinking of the TPK as the end of the story, you as a DM should be thinking about it as "where does the story go next?" There are dozens of perfectly good reasons other than "the gods did it" to bring back dead PCs, usually in an even deeper mess than we left them. They could be thralls, zombies, slaves, failed experiments, debtors, ghosts, or worse. The story only needs to shift away from these characters when all the players and DM are ready.
One thing I hated about a game a friend of mine ran. I had a character become basically a lord of a region, and I had been a bit bored of the character at that point so I took the opportunity to create a samurai like character sworn to be a vassal of my old character. At some point my old character was kidnapped, and when we found him what we found was now a vampire.
On the one hand it was a great bit of role playing, and narratively it certainly had a shock factor I wasn't expecting.
On the other hand I really hated that my character died off screen so to speak. If my character had fallen in some heroic battle against some vampire lord, only to come back at a later date to harass the party I don't think I would of been nearly as angry.
So my advice is this. If you are going to kill a character do it on screen and make sure that the PCs see it. Even if they can't actually do anything to prevent it.
I really like the idea of having another party coming in to save the original party. Especially if the original party managed to sneak or find an alternative way into the necromancerβs lair. I can imagine the original party finding the path too easy while having most of the necromancerβs forces be occupied with the new party. It can be a good way to introduce new npcs or fresh out old ones
One of the most fun things to do to preserve the integrity of the narrative while also stopping short of a TPK is to leave one party member alive.
Note: This only works if you're working with a sadistic, tropey BBEG.
As an example, your party is fighting the necromancer and 3/4 of you have died. The necromancer walks up to the final party member, already on death's door, and picks him/her up by the chin.
Then the necromancer raises the fallen party members from the dead and leaves the 4th battered on the ground.
Now you've got a great villain for the rest of the players to rally around and you still have that 4th party member to carry the story.
Did he actually link that Tim Kask video he talked about like...2 min into the video? I kinda wanted to watch it myself.... >.>
I've DM'd some very death heavy and light games. When I'm playing a game that I expect the villians to have higher odds of killing players is "this game can be as deadly as you are foolish". It lets them know to play smarter off the bat and that foolish moves can and will be punished.