issueRoleplaying Tips Weekly E-Zine Issue #381
PC Death And Your Campaign
Contents:
This Week's Tips Summarized
PC Death And Your Campaign
- Is There An Alternative Outcome?
- What's The Campaign's Power Level?
- Maybe We Should Just Call It Quits
- Timing Is Everything
- Player-Killers
- Bad Character Concepts
Readers' Tips Summarized
- Handouts And Props Ideas
- Two Random World Building Methods
- Reignite The Flame
- Giving Good Feedback Is Hard
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Return to Contents
A Brief Word From Johnn
Volume 2: 5 Room Dungeons Ready For Download
The second volume of 5 Room Dungeons contest entries is now
ready for download. Featured in this volume:
Warts and All by Paul Darcy
Temple of the Volcano God by DJ Mindermast
The Necromancer's Cave by Morpha
Merchant's Crypt by Aki Halme
The Temple Defiled by Tyler Turner
Download (PDF 1MB)
Roleplaying Tips Weekly Turns 8
T'was November 1999 when I sent the first issues of
Roleplaying Tips Weekly to friends, family, and other
victims. Thanks to Steve B. for the awesome HTML
volunteering, and to Erin Smale
[ Chimera RPG Core Rules ] for webmaster fu. Thanks
also to Scott, Leslie, and 1d100 other generous folks who've
helped with their time and expertise over the years.
And thanks to you, dear GMs, for playing RPGs and having
more fun while doing it!
To best celebrate this birthday, I figure it's time for this
week's issue, is it not? It's about tips and strategies on
recovering from PC death. Thanks for the article, Kate.
Get a game in this week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
GM Mastery: Adventure Essentials: Holidays
Plan, prepare, and GM better adventures. Use this info-
packed book to craft interesting holidays, and use holidays
as the backbone for campaigns, adventures, and encounters.
Holidays can be much more than the minor quirk of your game
world. With strategic design, you can transform holidays
into a vital GMing tool to create immersion, realism, and
most importantly, more fun in your game sessions.
Adventure Essentials: Holidays overview:
- Chapter 1: How To Design Compelling Holidays
- Chapter 2: Holiday Design Elements
- Chapter 3: GM & Campaign Advice
GM Mastery: Adventure Essentials: Holidays at RPF Now
Return to Contents
PC Death And Your Campaign
by Kate Manchester
You're running your campaign, and everything's going great.
At least it was, until one or more of the player characters
dies. So, what now? Do you continue the campaign, or bring
it to an end? If want to keep your campaign going despite
this setback, here are a few suggestions:
Return to Contents
1. Is There An Alternative Outcome?
Ask yourself if you want the PC to be truly dead. If not,
here are a couple alternatives:
- There In Spirit
The character could be dead, but their spirit could have
remained, either as an immaterial ghost or in possession of
the nearest sentient creature (giving them the ability to
speak). Restoring the character could become a new quest for
the remaining PCs (or at least entertaining if the PC came
back as a talking dog, bird, badger, etc.) While this option
is more believable in a fantasy setting, it could still work
in a modern or sci-fi setting.
- Penalty
The character survives, but incurs some sort of penalty. For
example, in the Shadowrun system a player can elect to
spend a stat point to bring the character back. You could
enact a similar system, where the PC is returned to life,
but loses levels, experience, abilities, or items.
- Change Of Fate
Alternatively, you could change the PC's fate. Instead of
letting the character die, you could slate the PC for a
darker Fate of your choosing, and thus is allowed to cheat
death _this_ time.
Avoid bringing the PCs back so often your players become
complacent. If they know you'll bring their PC back, they'll
be more likely to try more foolhardy actions. Though, that's
not always such a bad thing.
Return to Contents
2. What's The Campaign's Power Level?
If the player must make a new PC, consider the current power
level of your campaign. For more on this topic, take a look
at Roleplaying Tips Issue #129 Old Campaign, New PCs: Creating New Characters For Existing Campaigns.
- The Lower Levels
In a low-powered campaign, it's not a big deal to make a
character starting back at square one. The other characters
are either relatively low level or haven't gained lots of
items, contacts, abilities, etc. If the PC died as a
result of bad luck or the campaign is close to approaching
the middle levels, consider giving the new PC a little
extra, perhaps an additional level, a few more build points,
or a small, special item (for example, a +1 sword that
belonged to their father or a very helpful contact.) That
'advantage' could also serve as the plot hook for the next
installment of your campaign.
- The Middle Levels
In the middle levels, you have to balance the creation of a
useful and viable PC without penalizing the surviving ones.
How do you accomplish this? Many systems allow for rapid
progression at lower levels by setting progressively higher
requirements for any sort of advancement, whether it be in
levels or abilities.
If the other players don't mind a campaign temporarily
geared to help keep the lower level PC healthy (for example,
going after orcs instead of hill giants) then a low-powered
character might be the best option.
If that doesn't work, let them start at or below the party's
average level. For systems that don't have levels, you
could:
- Allow the player to use some or all of the dead PC's
unspent xp
- Give the player extra build points
- Give them xp equal to the number of sessions they attended
prior to their PC's death
- Award an amount based on the average xp earned or spent by
the rest of the players.l
Another possibility might be to establish a player points
system, where players gain points by contributing to the
health and enjoyment of the campaign (buying pizza, writing
a diary for the character, helping/bringing in a new player,
etc.). These points could then be traded for xp or levels
(at a ratio previously explained or agreed upon) to be used
during creation of subsequent characters.
Thus, the more a player helps the campaign, the more points
he or she will earn. If the amount gets excessive, you can
change the ratio (but warn the players in advance) or set a
limit on the amount that can be used per character.
- The Upper Echelons
The death of a PC in a high-powered or long-running campaign
presents a thorny problem for the GM. It might be a good
idea to consult with your group, or have the rules agreed on
in advance to avoid conflicts later.
Most of the suggestions used for the middle levels can be
used for the upper ones:
- A starting or low level character could serve as a
henchperson for the party, always staying in the background
and exposed to less risk than the rest of the party.
- The 'average level' ruling could be modified to something
closer to two or three levels below the party.
- The special item could be translated to a protection spell
that lasts until the character can catch up to the party's
current level.
In addition to the above suggestions, consider the
institution of accelerated progression. The DMG once
suggested this alternate rule, where you award an additional
20% of the experience earned, similar to the 10% xp bonus
given to a character with better than average stats. This
gives the PC an opportunity to catch up without overly
punishing the other PCs (or making them miss out on RP
opportunities.)
On the subject of such opportunities, you could also run one
or more adventures between games (over e-mail or phone if
need be) that allow the new PC to gain xp without the party.
These can serve the dual purpose as part of the new PC's
back story.
- It Doesn't Matter
Some GMs simply make you use a starter PC when your
character dies, no matter how powerful the surviving
characters are or what happened to the dead character. This
is common in live-action or IRC (chat) gaming, where you
often have lots of players at varied power levels.
Tabletop, however, tends to have a more stable player base,
and I feel GMs should make some allowance, lest you offend
the aggrieved player. Good players are hard to find,
especially if you're running something more exotic than d20
or Dungeons & Dragons. But don't feel that you have to
sacrifice game balance just to make a player happy.
Return to Contents
3. Maybe We Should Just Call It Quits
All good things come to an end eventually. Sometimes it
might just be better to end the campaign. Here are what I
consider some of the most important reasons:
- Total Party Kill
If you kill off the entire party or the group's last
original character (made during the campaign's first round
of character creation), you might want to consider a change,
whether it be of campaign, setting, GM, or even game system.
For example, during a Shadowrun campaign the entire party
(including my long standing original character) wound up
getting killed off. The group then took a vote and decided
to take the campaign in a new direction. We're now on our
third campaign.
- Lack Of Player Involvement
If PCs have minimal ties to the campaign, players might not
feel they have a stake or ownership in it. Uninvolved
players quickly leads to bored or unhappy players. At this
point, you might consider starting over with a new campaign,
especially if you can't think of ways to create strong
character hooks.
- Player Request
If a majority of your players decide it's time for something
different, it's not a bad idea to give them what they want.
A DM should try to be flexible and responsive to their
players' needs.
Return to Contents
4. Timing Is Everything
PCs don't always get killed right before the end of a
session. To avoid spending valuable session time approving a
new character or leaving a player out of the action,
encourage your players to give you a reserve character for
your approval between games. Keep a copy in your files so
you can easily hand them the character sheet (it can be
tweaked later at your discretion if need be).
You could also allow them to play one (or more) of your
minor or unnamed NPCs for the rest of the session, freeing
you for other things. (Rule of thumb on this is if you don't
want the player knowing the NPC's stats, don't let them play
it.)
Return to Contents
5. Player-Killers
Some game systems allow evil PCs or otherwise encourage PCs
to kill one another. If this is something you want to
discourage, then create both in-character and out of
character penalties for this.
For example, in Vampire the Masquerade, an ST (GM) might
decree the player-killer's PC is now marked for death _and_
the injured player receives part or all of the offender's
xp.
If this isn't a concern for you, do nothing, but realize
that allowing a PK to go unchecked can kill a campaign. PC
killing can also be a symptom (or even a cause) of enmity
between two players, so this is something worth watching.
Return to Contents
6. Bad Character Concepts
There are two character concepts that should be avoided:
- Out for Blood
If the player makes the brother/lover/whatever of their dead
PC, looking to avenge the PC's death, just say no. There's
just too much temptation for the player to metagame and have
their new PC know about the former PC's death. In addition,
the player might focus more on avenging the old PC instead
of becoming part of the existing group.
- PC Version 2.0
It's the exact same PC with a different name or a few
tweaked stats. This gets pretty old after awhile. Gently
encourage them to play something else, especially if the
group is lacking a critical type of PC.
* * *
In closing, PC death isn't necessarily the end of your
campaign. Instead, consider it an instrument of change. And
change isn't always a bad thing when you know how to deal
with it.
Return to Contents
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Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Handouts And Props Ideas
From: Laura Thurston
- Scrolls And Other Writings
I've discovered a web page with a variety of ancient and fantasy fonts.
These fonts are useful for undeciphered spell scrolls,
ancient writing, and languages your PCs don't know how to
read. I keep a list of which font goes with which language
and eventually the PCs will be able to recognize the
language from the font. There are dead languages in my game,
language families, and similar fonts for similar languages.
I print scrolls using these fonts on parchment paper and
have a translated copy to hand players once they've
deciphered it.
- Gathering Information
Every group of player characters eventually finds themselves
in a situation where they need to know the local gossip, or
they're in a position to overhear something that might be
important. Turn rumor tables with random rumors into
handouts.
If I'm planning to produce rumor handouts, I make a list
ahead of time and sort them by when the PCs are likely to
hear them. With multiple rumors being handed out, I can
route the important ones to the appropriate characters.
This is a good way to give a less vocal player something
that no one else has: important information. I encourage in-
character conferences while I'm adjudicating other players.
- Monster Treasure As Handouts
This takes as much time as you want to devote to it. The
simplest method is to create a list of monsters and their
equipment, print it, and cut out each monster list
separately. If you want to be more elaborate, you can
describe items in detail.
I've been doing this for about a year and I found this makes
it easier to arm the monsters with different weapons.
"Hobgoblin 2L has a masterwork short sword, a short bow,
and 6 flaming arrows. Hobgoblin 3S is a sorcerer with a
crossbow and 8 quarrels, and 2 vials of green liquid."
The DM list shows the masterwork short sword is actually a
+1 short sword, and the vials are potions of flying. This
way, I don't forget who has what - easy to do when you're
running a battle scene with 12 monsters and 8 PCs. Monsters
in my games always use their items.
Rogues love this - the rest of the group doesn't know what
the entire take was, and they can get away with stealthy
stealing while the rest of the group is busy.
- NPCs
When I know the PCs are about to arrive at a village, town,
nomad encampment, or anywhere a lot of people will be, I'll
prepare a DM list of notable NPCs with class, level, job,
and short description. The session before will be timed to
end just as they arrive and I'll have everyone roll on
Gather Info and Diplomacy. These rolls will be recorded, and
at the next session I'll give the PCs a list of who they
meet the first day and how well they hit it off.
This information can, but doesn't have to, overlap and is
only as elaborate as you want it to be. My general rule is
to have Gather Info determine how many people the player met
and Diplomacy to determine how much they like the player.
This can be helpful when a mystery needs to be solved. You
have just handed the players a list of possible suspects and
interviewees. They now have a jumping off point to start an
investigation.
And I shamelessly recycle what isn't used. NPCs who don't
get referenced, even in passing, are now part of some other
settlement once the PCs move on.
- Maps
I recently bought Profantasy's Campaign Cartographer and now
I'm addicted. This handy program allows you to map
wilderness, towns, and dungeons, and you can print to any
scale.
- My PCs are traveling with a caravan, and I have a running
map of where they've been.
- I have a one-page area map for DM reference, but the PCs
see a small piece of it. The DM map has coordinates along an
X and Y axis, and I print for the players a 1 inch equals 20
miles scaled map and cut it into pieces that don't give away
the secrets but give them a sense of progress.
- Dungeons and other locations that are hosting adventures
can be printed out to 1 inch equals 5 feet, giving you a
battle map.
- For people with a lot of ambition, you can print a page of
furniture, cut them out, and have movable furniture.
There is a free reader on their website. You can encourage
your players to download the reader and e-mail them maps
between sessions.
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2. Two Random World Building Methods
From: Tommy H.H.
I use two types of world building now:
- The Random Table-Based World Generating System
This starts out as total wasteland and a single city, then
before each session some of the world is altered by
randomised tables, letting mountains grow out of the plains,
sink to rubble and become swamp, and so on.
This world is chaotic. One session will order me to create a
new city on the map, the next session destroys that place
with a meteorite.
- The Random Encounter World
This is based from an eternal, big city and stretches
outward to infinite wilderness. Everything is made out of
encounter tables, and the world in general does not change
unless I redesign any of the encounter tables and their
contents.
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3. Reignite The Flame
From: Heather Grove
Hey there Johnn. I thought I'd pass along another burnout-
related link:
Roleplaying Burnou
I'm a big fan of the idea of simply playing around as a
method of reigniting the fun in a pastime. Give yourself
permission to pick up an RPG book you've wanted to read,
even if it's unrelated to your current campaign (and maybe
find a way to work it in). Play with writers' exercises,
particularly those related to world-building, characters,
and plot; there are plenty of books on the subject, not to
mention lots of online resources:
Errant Epiphanies
Or, run a spoof/humor session purely for fun. Playtime isn't
just for kids!
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4. Giving Good Feedback Is Hard
From: Jonas Dorn
Johnn,
Regarding criticism, giving good feedback is hard, and takes
a lot of training, which many people don't have. Thus,
criticism often tells as much about the person criticizing
as it tells about the person on the receiving end.
Most criticism is not particularly helpful, and tells much
more about what the person expected of the game than about
the game itself. I am sure you have watched a movie with the
completely wrong expectation that made you hate (or love)
it, even though, in retrospect, the movie didn't deserve
this reaction.
My tip for appreciating GMing again is to switch chairs and
be a player for awhile. Maybe that is not possible with the
current group of players, but then there are PBP
communities, such as on [ Giant in the Playground Forums ],
where you can easily get into a game.
Playing will remind a former GM why it can be so much fun to
be master of the world, and it might actually teach him a
thing or two.
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