December 12, 2012
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Minifig Characters #6: Death (Photo credit: minifig)
“It’s completely OK to run games where you flat out tell people “Your characters in this game will not die unless you do something immensely stupid or you say out loud that you’re willing to take the risk”.
Saves a lot of hassle.”
From: RPG.net user KemperBoyd
This is an interesting take to things. I always thought there is no real reason for conflict if there is no risk of death, but truth is, conflict has meaning if failure means something. Death is just the end of a good character, of a personal story, it might be the appropriate failure, sure, but it is hardly the one and only meaningful choice or good story one can tell.
The way I see it, it is always hard to keep a game fun and interesting if we focus on a single option, this is the stuff railroading is bad for, if a single plot, a single way of bypassing, a single ending is all you got, then your game lacks possibility right? Same goes for death. The very same thread has some other very good advice that elaborates on this general idea:
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