Saelune said:
Redryhno said:
If there's no risk and you're just going with story, then why the hell are you playing DnD? There's so many other systems that are about creating a story and characters with death being allowed to be an optional thing(Storyteller system games, Everway, Fiasco, WUSHU, etc), that playing DnD for the story is like playing CK2 for the sex "scenes"...especially since most of those systems are free.
Cause DnD is a game rule set about playing in fantasy worlds with conflict and role playing.
And DnD death IS optional. Everything in it is optional. Thats why we're playing a physical tabletop game instead of a video game, where the rules are whatever we want them to be.
As Silentpony pointed out, it can really suck to work so hard to make an interesting character to just have them die and be gone forever. I personally try to cater to my players, which is part of why I am even doing this event which is very dangerous and might kill many players, cause they expressed wanting more challenge and combat. However they also might regret getting what they want when its them who dies. I do have side quests readied up if they die and want to be resurrected/healed, but they also just might be big babies about it and want to quit instead of letting the survivors bring them back.
This is why I even asked this question, to see how others might feel. Not every person wants the same thing from the same game. Id prefer everyone have a good time, whether that involves epic battles to the death, or maybe preferring I fudge the roles or throw in a few Deus Ex moments so their beloved characters can continue going on adventures.
I dont want to kill their characters off if they are not ok with it, but I dont want to baby their characters if there not ok with that either. Im just trying to figure out what the best balance is.
DnD is a system with loot and monster tables, everything else from setting to theme is up to the players(Ravenloft turns it into survival horror, Spelljammer sci-fi, Dark Sun turns it into screaming bloody murder at the sheer insanity of it all, etc.). And the last three editions have shifted it to a much more combat and tactical focused game(at least in terms of the game books and what they heavily encourage). Bottom line, you don't need DnD if you want fantasy roleplaying and conflict. You just need imagination and telling your players that you're in a fantasy-styled world with the campaign.
You can easily just use so many other systems if you want it to be purely about story and characters. Not to mention "death" in RPGs are often just an end to a character's story(which should be the ultimate "goal" of any character), whether it be a Paladin falling from grace and turning into the Grandmaster of Assassins, a once-terrible Rogue rising to be appointed by Lawful Good god of choice as the advisor of a just and holy kingdom, the mage that believed the sentient ring could make him fly without ever trying it out, or just the adventurer that grew tired/old/weary/mutilated and retiring.
"Death" should be something that exists and is very much apparent, doesn't have to be there at all times, but it should be something to keep your players a little bit scared of opening the jewelry box. If there's no tension, there's not a huge point if you're trying to tell a story together. You're just screwing around being differing levels of OP(possibly)-self-inserts together. Which is fine, I suppose, just seems to be wasting opportunities since you could just be screwing around in an MMO together, there's RPG servers and guilds in so many of those as it is.
And the best balance is whatever what works for your group honestly. I just think that if you're going to be playing DnD solely for story and character, there's better systems and games that allow better story-, intrigue-, and socially-focused campaigns.
Ask your group yourself if you want answers, alot easier and much more accurate than asking the internet. I thought this was just a more "what do you prefer" thread given the circumstances. And answered accordingly.
EDIT: Personally I like characters dying and "dying" and then showing up in future campaigns if for nothing other than nods to the players if you play together for any significant amount of time.
Maximum Bert said:
So basically I had a really gimped character further hampered by the fact the DM always made it brilliant sunshine (my character was dark elf) except at night (we never had night combat). So while they were pretty generous when the inevitable happened I was more annoyed by the fact they had insisted I write a decent backstory for why a dark elf would be there and then they seemed pretty keen to kill me off. Honestly though if they had let me re allocate my stats to something more suitable after I had read up on my character and fleshed out the story more I would have been fine with me dying.
In short I always like the risk of death in it I dont want to know I am going to survive no matter what but equally I dont want the DM to push toward such an outcome or if they are going to make death a highly likely outcome dont insist your players have to write a friggin mini essay on their characters backstory only to kill em off 3 sessions in.
Made a new character now but everyone seemed to lose interest after I died and it took a really big effort for us to meet up once a week.
Honestly it was probably just multiple ways to dissuade you from playing the character without telling you "NO", dark elves in DnD have a bit of a bad habit of ap'ing Drizzt hard no matter how they go about it and it is sorta annoying to run into it.
Still sucks that it went about that way for you(lying and screwing with characters is something that needs to stay between characters and obstacles, not between players and DM), but it was probably equal parts scared of you running off and not wanting another copy of a character originally intended to be dead by the third book he appeared in as background fluff.