Depends on the game, the setting, and my character's background. I've played several that would leap into the maw of death, laughing triumphantly the whole time as they did it. Others would make every effort to avoid death, because for them, glory and legacy wasn't important.
Saelune said:
Im planning a big event for my next DnD session (should have been today, but no one told me it was cancelled, so I have time to prepare more) and its going to be potentially quite deadly.
I personally do not DM to kill usually, but to give my players the grounds for their story. So I try to not kill my players, but they tend to want greater risk and challenge...until they die anyways.
Im curious what other people feel about dying and the risk of it in table-top RPGs, such as DnD, but really all are fine.
Do you like games/DMs who make the risk of death quite real?
I like games where the possibility is there. If there is zero possibility of death of the character, than any life and death scenario you toss at them is going to be undermined by the knowledge that there really is no risk to them personally. So if you are banking on getting the players nervous about a fight, because "ooh! It's the Big Bad! he's got a mecha-Trex with lazer eyes and a buzzsaw tail!" And they yawn at it...well yeah, you kind of brought that on yourself by letting them know no risk of death exists. If you insist on the No Kill system, you would then have the very unenviable task of trying to get players to give a shit about NPCs. I know, why don't I just ask you to sprout wings and fly right? Maybe the PC's can't die, but if the group of NPC's they've come to know and love are on the chopping block, you might still get some investment from the players in the moment. But, most players don't give a fuck about anyone but themselves and their own PC, so that's a risky gamble in my experience.
Saelune said:
Do you prefer that they try to keep you alive?
I prefer they don't actively try and kill me, but I also prefer they don't make everything in the campaign "Baby Safe" either. Give me a chance (reasonable likelihood of survival) for whatever scheme I come up with, and I'm fine. If I die, oh well. Now if I say something like "I want to strap a thermo-nuclear bomb to my chest, and do a HALO jump without a chute, aiming myself into the throat of the giant beast trying to eat that coastal city....then yeah, I'm dead. And any player that tries to say they should survive some plan like that, is a fool. But in that situation, make the death fucking matter. Play up the awesomeness of it, play up how the people of the city see the lone figure "falling like a blazing comet, aimed at the heart of the monstrosity, and in a flash of power and energy, the threat was destroyed. Nobody that lived through that day, will ever forget the person who gave all, so that they could live" Now, if I just do something stupid, and you warn me "there is basically no chance that you can survive that, and it's not really going to accomplish anything anyway" and I still insist on doing it, well, then yeah, kill my ass. There is heroic sacrifice, and then there is just bone stupid suicidal.
Saelune said:
How do you feel when its your character that kicks the bucket?
Again, depends on the character and the game. If I'm playing a character, especially some kind of protector/guardian type, then yeah, the idea of dying isn't a problem, and in fact, in some cases I expect it. In fact, in one game, I tried to do a "heroic sacrifice" death, standing against a wave of undead so that the other players, and the VIP NPC could escape. I was set, I was ready for this shit! Bring it on fuckers!!.....but the GM decided he didn't want my PC to die (even though this was the final session), and basically said "your guy escapes". Which really annoyed me. I WANTED to die in that situation. To have my epic ending stolen from me, simply on the basis of "I didn't want to kill your PC", was directly contrary to fun.
Now, you should be sure to establish the ground rules up front. If you plan on the game being highly violent, and having LOTS of chances for death, let them know this. I usually give a little speech to my players at the start of a campaign.
"I'm not actively going to try and kill you, but I'm not going to go out of my way to save you either. Think of this game as an improv play, you guys are the actors, i'm the director. If you all die...the play is over, and my story doesn't get finished. I don't want that, so don't act completely gunshy with every threat. Feel free to be bold and heroic, that's why you are playing anyway right? Do cool shit, and I will reward your effort and creativity. Do stupid shit, and I will let your actions have their consequences." I've yet to have anybody object to that plan of action for the game.