True Mechanical Managery: When Death Comes Calling I

October 29, 2024

This Feature is part of my ongoing True Campaign Managery course. If you ain’t been following from the start or don’t even know what that means, use The True Campaign Managery Course Index to fix that.

This particular lesson is part of a module called True Mechanical Managery. It’s all about how campaign managing Game Masters set policies and make plans to deal with tricky game issues before they come up.

When Death Comes Calling

Welcome back, gamers and gamettes. I’m still doing the True Campaign Managery thing and, specifically, the True Mechanical Managery module sub-thing. Today’s topic: why is Character Death a total frigging disaster that you absolutely must be prepared to mitigate. I’ll cover what that mitigation preparation actually looks like next time.

Yep, I’m doing the same crap I did with Experience and Advancement here. I’m breaking this lesson in two. In the first part, I’ll tell you why Character Death is complicated and why you therefore need a plan for it even if you think it’ll never happen. In the second part, I’ll tell you how to make that plan.

As with Experience and Advancement, I ain’t going to launch into a whole long thing about whether Character Death is good or bad or how best to handle it or remove it or which mechanical systems do death best. This is purely about how you, the Campaign Manager, come up with a plan that’s best for your particular game with regard to Character Death.

And that might confuse some of my loyal supporters…

A Special Note for Angry Discordians

If you support my work with more than readership and snarky comments — for which, by the way, everyone should be grateful because without supporters like you, no one would be reading this crap — if you support this site financially and therefore get to hang out in the Angry Discord Server — the gaming equivalent of the cool kid’s table — you might have noticed a little two-day-long intense debate about the role that Character Death plays in tabletop roleplaying games and whether it’s time to seriously rethink whether it’s even got a place in gaming anymore. I know I said some shocking, upsetting things that sounded like shit my goateed mirror universe double might say. Lots of you got mad at me. Some of you got mad at each other. Some of you literally stormed out forever. A good time was had by all.

If you witnessed any of that crap, you might be confused at how I’m just carrying on today like none of it ever happened. I’m just going on as if Character Death is a thing that mostly happens how the book — whatever book — says it happens and telling you how to handle it when it does. Why? Because in this classroom, I teach people how to run the games they’ve got. Campaign Managers don’t redesign systems and it’s totally okay to just go with the system you’ve got even if you’re wondering if it doesn’t have some serious design flaws. That shit just doesn’t matter as much as it seems.

In short, I’m compartmentalizing. It’s a thing I do. I’m asking you to do the same. If you want to continue the giant-ass fight — with me or without me — about whether Character Death should even actually be a thing in tabletop gaming anymore, please do it in the Discord server or in private side chats. Or just wait for the inevitable article in which I tell everyone that actually Character Death is a crap idea and it’s time to dump it from the vast majority of tabletop roleplaying games. That’ll be a spicy comment section.

Thank you. Moving on.

Destroying Characters

As with that Experience and Advancement shit, I’ve got to spell out precisely what I mean by Character Death so that we’re all on the same page. Fortunately, Character Death ain’t quite as ambiguous as Experience and Advancement System. Pretty much all y’all know what it means for a character to die. But, I do want to be very clear and I am actually going to net me a wider umbrella here than you’re probably thinking.

When I say, Character Death, I’m referring to any game mechanic that results in the involuntary destruction of a player character. Anything that permanently removes a character from play and thus, by itself, leaves the character’s player unable to participate in the game counts here. Obviously, that includes a character running out of hit points and bleeding out or failing too many Death Saves or whatever, but it also includes things like petrification and soul destruction and the severing of the Astral Cord and all sorts of other fantastical things that bring a character’s story to an end. Even maiming counts if it’s to the point where it’s impossible for the character to continue adventuring.

Further, Character Death, as a concept, also includes anything that results in the Game Master taking over the character. If the character is turned into an abomination or raised as an undead or, in one of my campaigns, the character crosses a moral event horizon into truly evil territory, the character is effectively destroyed and replaced with a non-player character while the player is eliminated from play.

The involuntary component here is important, but it bears clarifying. If a character is slaving under permanent negative conditions — again, considering maiming — and the player decides the conditions are too much and retires the character, that’s not really Character Death. The player must not have the option of continuing. However, note that a player choosing a character action that is guaranteed to end the character’s life — noble sacrifice or some shit like that — that is Character Death. But it’s also a gray area.

Another gray area, thanks to the wonder of fantasy gaming, is the concept of permanence. There are means in many games to reverse the otherwise permanent destruction of a character. Characters can be raised from the dead, stone can be turned back to flesh, healing magic can undo almost any crippling injury, and so on. Just because something’s reversible doesn’t mean it’s not permanent. Yes, I know what I said; shut up.

Speaking of reversible gray areas, there’s also the issue of the player being eliminated from the game. We all know that’s actually a temporary state. In the short term, the player can take control of an NPC or hireling or something and in the long term, that player’s going to make a new character. It’s not like being eliminated from play means kicking the player out of the campaign.

It’s important, however, to distinguish Character Death from temporary conditions that prevent the player from acting through their character. Sleep spells and paralysis and unconsciousness and imprisonment certainly do remove the character and player from the game, but there’s no question that the player and the character are coming back in fairly short order. And, really, it’s that assumption that separates temporary debility from Character Death.

When a character dies — by any of the means I described above or any other — the character and the player go into this Limbo of uncertainty. Maybe the condition is reversible, maybe it’s not, but there’s no way to be sure until the game plays out and, likewise, while the player’s participation in the game is assured, there’s still a big question about who they’ll be playing and how they will enter or re-enter the game.

Honestly, this whole discussion about what Character Death actually means is only necessary because so many of you drive me absolutely fucking crazy with your demands for hard-and-fast bright lines and your nitpicky pedantry and your inability to trust in judgment calls. I just know some dumbass is already chambering a comment or e-mail or Discord message about how to classify a character being imprisoned while the rest of the party mounts a two-session rescue mission that may or may not work.

“Where’s that fit on the spectrum, Angry? Is that technically Character Death?”

Just know you’re the reason I hate this job.

Speaking, by the way, of your personality defects…

Let’s Talk About Your Sucky Attitude

Now, I know how that heading sounds but the forthcoming ain’t just a ranty digression so I can dump on you. It’s actually totally relevant. Dumping on you is just gravy.

One of the biggest, baddest problems that Character Death causes in games — one Game Masters totally must be ready for — is also one most Game Masters don’t know how to cope with because they have uniformly piss-poor attitudes and terrible mindsets. That’s down to three things. The first is one I’ve talked about before. The other two are diametrically opposing viewpoints and almost every Game Master is staunchly entrenched in either one or the other. One’s kinda Oldschool and the other is kinda Modern. Both are shit attitudes you can’t have if you mean to manage a campaign like a True Campaign Manager.

The Usual Disclaimer

Here at Angry Games, Inc., we only write about — and only care about and only have opinions about — pretend elf games. The forthcoming discussion about terrible Game Mastering attitudes might seem broadly applicable to life in general. You might think that I’m trying to teach you an important lesson about life and dealing with others. I’m not. You’re wrong. I don’t give a shit how you live your life or how you get along with others. Hell, I don’t actually care whether you run good games or not. I’m paid to write lessons; I ain’t paid to actually change your mind.

The point is, nothing below pertains to anything other than how you handle yourself in pretend elf games.

Stop Saying Punishment

The first piss-poor attitude you need to excise from your dumb skull is thinking in terms of punishment. I already did a long-ass rant on that, though, so this is just a reminder. Character Death is not a punishment for playing wrong. It’s not something players deserve because of their screwups or stupid choices. It’s not even something that’s there to incentivize good decisions and good play.

And it never ever should be.

Death is just an outcome. Unless it’s literally a one-shot kill — and it isn’t — death ain’t the result of a bad choice or unlucky die roll. It’s the end of a long series of choices, outcomes, and circumstances beyond any players’ control. It’s easy to find a proximate cause for a character’s death — “but for that one thing, the character would be alive” — but that ain’t reality. Death is just a thing that happens when people undertake life-or-death struggles. And I don’t just mean combat. Adventuring is a life-or-death profession.

If you think of Character Death in terms of punishment in any way for any reason, you’re wrong and you’re a shitty Game Master. Death is an outcome, pure and simple.

By the way, the belief that Character Death should never be the result of random die rolls but instead only happen because the players’ decisions warranted it is just a really subtle restatement of, “Death is a punishment for poor choices.” Think about it.

Feelings are Real… and Normal

When characters die, players get sad. It’s normal for the player whose character kicked it to feel grief, loss, frustration, guilt, anger, or despair. Hell, it’s normal for the other players to feel grief, loss, frustration, guilt, or anger. Those are normal responses to Character Death. They’re healthy. They mean the players care, emotionally, about the game. You can’t be invested in something and not feel a profound sense of loss when it’s taken from you.

I say this because lots of you Game Masters — especially you self-proclaimed Oldschoolers — dismiss the pain, grief, and frustration over losing characters as something players just need to suck up and move on from. “It’s just part of the game. It’s just pretend elves. Don’t get worked up. Make a new character and move on.” That attitude is callous and cruel and frankly inhuman. I’ve lost characters — even back in my Oldschool days before I discovered gaming was more fun if you weren’t an asshole — and it upset me. Hell, Character Death still upsets me, today, as a Game Master. It’s emotional. If you dismiss it as silly or overly sensitive, you’re a dick. Full frigging stop.

Are there extremes? Of course. Some players have intense emotional reactions that go beyond normal and healthy. I ain’t saying everything every player does in response to losing a character is justified. I ain’t saying every tantrum is healthy. I’m just saying that True Campaign Managers know that Character Death is emotionally upsetting and that different players will process it differently and, thus, True Campaign Managers must be prepared to deal with or diffuse it so the game can continue in a healthy way just as life continues after a loss.

Except I am not talking about life. Just games.

Feelings Aren’t Reality… They Aren’t Everything

When characters die, players get sad. It’s normal. But, let’s be real here: this shit’s all just pretend elf games for fun. Games shouldn’t make people feel bad. Hell, nothing should ever make anyone feel bad. Shouldn’t we just, you know, skip the whole death thing if it just hurts feelings?

No. That’s stupid. You’re stupid. It’s also impossible.

There are lots of Game Masters — especially Modern Game Masters — who think that anything that causes the players strife, upset, anger, grief, offense, or really any negative emotion should be avoided at all costs. These are just games for fun. They should never feel bad. Consequently, lots of you Game Masters have a hard time dealing out Character Death because it feels bad and you don’t want to do it. Many of you ignore the possibility until the moment it comes up in the game and that just leaves you paralyzed over how to deal with it.

Avoiding negative emotions is a noble goal, but it’s an impossible one. Partly because people are people and every interaction carries a risk of discomfort and negativity but also partly because anything you’re emotionally invested in can hurt your feelings. If you’re playing a sports and you care at all about winning, you’re gonna be sad if you lose. Same with video games. The more invested you are, the more it hurts when shit doesn’t go your way and if shit is always guaranteed to go your way, you’re not really playing a game anymore and you’re consequently not as invested in the outcome.

Everything that feels really good comes packaged with the risk of feeling bad. The better the good feelings, the more painful the bad. Shielding your players from unpleasant feelings does them no favors. You can’t shield them from every bad feeling but the more you do, the less equipped they are to handle it when bad feelings come up. It’s not just that players who aren’t forced to face Character Death don’t learn to cope with Character Death, it’s that they also become less and less capable of coping with any loss or setback.

You absolutely cannot let your fear of unpleasant feelings — and your players’ objections to such — write your rules and policies. All you’re doing is creating brittle players and a shit game and when your players discover they can bully you by throwing tantrums, they’re gonna make you miserable until you quit gaming.

Accept Death As It Is But Don’t Be a Dick About It

True Campaign Managers neither shy away from Character Death to avoid their players’ sad feelings nor do they lecture their players about how sad feelings are stupid and how it’s only a game. They treat Character Death — or any loss, setback, or negative outcome — as a natural part of the game that arises when it arises, but they treat their players with compassion so that, when they do come up, they’ve got space to feel feelings about it.

Within reason. Always within reason. Everything within reason.

So You Killed a Character

You can’t come up with a plan, policy, or procedure to deal with Character Death unless you know what you’re actually dealing with. What, exactly, needs to be dealt with? Why is Character Death a thing that needs dealing with?

Now, keep in mind that I ain’t talking about how you decide when and whether characters die. Characters die when they die. There are rules for that shit and they’re perfectly fine rules. You can change them if you want to, but that’s not what True Campaign Managery is about. What I’m discussing here is what happens after Adam blows his last Death Save or whatever and says, “Ardrick… Ardrick’s dead.”

When I talked about Experience and Advancement Systems, I told you that you should always start by reviewing the rules so you know exactly what they say and then walk through what’s likely to happen at the table when you follow those rules. So, let’s do the same thing here. Once again, I’m gonna use the Dungeons & Dragons rules as my example and I’m still running on 2014 firmware for reasons I’ve already explained.

The Final Word on the Final Word

The Dungeons & Dragons rulebooks are pretty clear about when characters die. When a character runs out of Hit Points and fails three Death Saves, they shuffle off the mortal coil. There’s also some shit about massive damage and there are several other effects scattered throughout the rules that can also render characters unalive, but none of this shit’s relevant here. I don’t care what kills characters, I care what comes after.

What do the rules say about that? Nothing. They say nothing. When a character dies, it dies. The end. Thanks, WotC, you’re a frigging peach!

I’m being hyperbolic here, but only a little. I sure ain’t lying. There are little bits of scattershot help to be found in the rules, but very little definitive and you really have to dig for it. But that’s not new. Character Death is one of those things that’s always been kind of on the Game Master to muddle through. Previous editions and other game systems have certainly offered more advice, guidelines, and even rules than The Latest Edition of One of the World’s Roleplaying Games, but whatever you’re playing, you’re not likely to find a good, complete, step-by-step guide to Player Character Postmortem Procedure.

“Ardrick… Ardrick’s Dead”

With very little guidance from the rules, we’re on our own to work out what to do after a character dies. And because of that lack of guidance, you might not even realize it’s as big an issue as it is unless you’ve dealt with it. So, let’s just use our prodigious imaginations — actually, let’s use my prodigious imagination since yours probably sucks — and think about what happens when Adam says the words, “Ardrick’s dead.” What happens? What comes up? What issues arise?

“He’s What?”

If you’ve ever killed a character, you know the words “Ardrick’s dead” hit the table like a fart in church during a funeral. That’s why I gave that whole rant about feelings and how they’re real and valid and shit. Regardless of how you think players — and Game Masters — should react to Character Death, there’s always a moment of shock when you drop a corpse on the table. It stops the game.

Now, Character Death hits every player differently, and its impact ain’t limited to just the corpse’s ex-player. Hell, unless you’re a complete asshat, you, the Game Master, are gonna feel some kinda way when a character dies. The potential feelings are too numerous and varied to list; I ain’t gonna try. I’m just acknowledging that issue number first arising from Character Death is that the entire emotional tenor of the table is gonna change. Drastically and instantly.

It’s worth noting, by the way, that this can be especially hard on you — the Game Master — because you’ve got feelings too — asshats notwithstanding — but you can’t stop to deal because you’ve got to navigate the whole group through this shit. That’s why you want plans and policies in place.

“Uhh… There’s Still a Murderous Dragon to Deal With”

So, Ardrick’s dead, and everyone’s feeling feelings. The problem is there’s also still a fantastical world of adventure whose sun is still revolving around it. The game world doesn’t stop just because a character’s dead and characters are rarely considerate enough to just drop dead during calm, quiet, no-stakes scenes. When a character dies, it’s usually because there’s some serious shit going on, and that all still needs resolving.

This whole thing’s both good and bad. It’s good because it gives you — the Game Master — something immediate and urgent to focus on to keep the game moving. It’s bad because the players — especially the ex-player and especially also you — probably feel a teensy bit stressed right now.

See, a character’s death creates a lot of uncertainty. Everyone’s got questions in their heads when a character dies. Questions like, “What are we going to do now?” and like, “Can we even afford to bring Ardrick back from the dead?” and like, “If my character’s dead, should I just go home?” It’s hard to focus until those questions get settled but those questions depend both on the in-world reality of the game and the out-of-game needs and wants of its players. So you really can’t address any of them if there’s still a battle raging in the game world.

There’s also pacing. Have I ever mentioned pacing? It never stops being a thing. You can’t just stop the game dead mid-scene because the players are dealing with the shock of a dead pretend elf. You have to get the game to a place where it can breathe a bit.

“Shut Up; You’re Dead!”

One of those uncertainties death creates is the dead character’s player’s status as a player. Without a character to play, a player can’t play the game. With Ardrick dead, Adam’s sidelined. He’s just sitting there. He’s not playing anymore. Realistically, he’s not supposed to be playing anymore. With no character, he has no way to play.

Thus, along with the initial shock of the death and whatever the hell is happening in the game at the moment of the death, there’s also a player out of play.

Before all y’all start yelling your favorite, brilliant solution to this dilemma in my comment section or in the Angry Article Discussion Discord channel, let me remind you that all we’re doing now is identifying issues. We’re trying to list everything that’s a problem when a character dies. We’ll come up with policies and plans next time.

“What Do We Do Now?”

Ardrick’s dead, Adam’s sitting quietly waiting to see if he ever gets to play again, and the party has extricated themselves from whatever emergency killed Ardrick in the first place. Once the other players have breathing room, someone’s gonna say, “What do we do now?”

No matter what, as soon as a character dies, all of the players’ plans are on hold because death totally changes the in-game situation. Purely mechanically, a dead character costs the party a huge chunk of their resource pool and it might rob them of vital skills and leave an important party role completely unfilled. That raises the question of whether it’s reasonable to even continue the adventure. “Can we do this without our tank,” is a totally fair and valid question and the answer ain’t gonna be trivial.

But tabletop roleplaying games run on continuity and permanence and consequence. If the characters retreat in the middle of an adventure to recruit a new warm body or whatever, it might not affect anything or it might allow the cultists of Shrub Niggurath to finish their ritual and send the kingdom into leafy madness. It all depends on the stakes and conditions of the current adventure.

Then, too, there are roleplaying considerations to considerate. They may not matter at every table, but at some tables, they’re what matters most. Is the party duty-bound to bring Ardrick’s body back to his family? Should they give him a field burial? Can they just burn the body or leave it for the wolves or whatever?

Of course, these questions are affected too by whatever fantastical possibilities might exist — and the players are going to ask — to reverse the death or death-like condition. You don’t want to toss your ex-buddy on a pyre if you might be able to reunite it with his soul. Moreover, if there’s an expiry date on the corpse after which you can’t re-alive it, that’s going to affect the “Do we keep on trucking” calculation.

In case it ain’t super obvious, the whole “What do we do now?” question is super context-sensitive. It depends really heavily on what’s going on in the game and what possibilities exist and what’s at stake and who the characters are as people and so on. The only thing you can say for sure in the general case is that this discussion is going to be a whole, giant-ass thing. Expect it to chew up a lot of table time.

Oh, there’s also the huge meta-issue. Can’t forget that.

“Can My Ghost Say Something Here?”

It’s Normal to Feel Feelings

So, you killed a character, huh? Great job! You win! But it doesn’t feel very good, does it? Yeah, that’s a part of the job no one warns you about. When a character dies, it’s gonna leave you feeling feelings. You might feel aggrieved. Why? Because you’re attached to the player characters and now one of them’s gone. Forever. That hurts. You might feel annoyed. Why? Because you had plans for the session and now you’ve got to stop to deal with this death crap. You might feel angry. Why? Because the player did something incredibly stupid despite every warning you gave them and now the whole session is about re-railing the game. You might feel guilty. Why? Because you did this. You’re responsible for everything that happens in the game and it’s certainly in your power to stop a character from dying. If the character’s dead, the imaginary blood is on your hands. You might doubt yourself. Why? Because you built that encounter. Was it fair? Should you have done something different? Would a better Game Master have found a way to prevent the death? You might feel anxious. Why? Because everyone’s stunned and everyone’s looking at you and you’ve got to get the game going again and you have no idea what to do. You might feel defensive. Why? Because you can see the anger in your players’ eyes and you know they’re going to blame you for this. Again. You know they think you’re a brutal, killer Game Master even though they brought this on themselves. You might feel ashamed. Why? Because this is just a game about pretending to be an elf and it sure as hell shouldn’t be putting emotions in you or making you doubt yourself. You might feel all of those things all at once and a bunch of other things I didn’t list too.

If you’re feeling any or all of the above, congratulations, you’re a completely normal, human Game Master. The bad news is that none of that means you get to stop doing your job. You’ve got a campaign to manage so get busy managing. The good news is, you ain’t alone. This is hard for every Game Master but every one of us gets through it.

Ardrick’s dead, Adam’s sitting off to one side waiting to see what happens next, and the party’s out of immediate danger and working out the withertos and wherefores of their next move. They’re going to be at it a while and whatever they decide is going to determine how the next session — and probably the next several — play out.

Do you know who, at the table, has an immensely high stake in how things play out over the next several sessions? That’s right: it’s you. The Game Master. But do you know who else, at the table, has an immensely high stake in how things play out over the next several sessions? It’s the ex-character’s former player; that’s who. Adam’s participation in the game is totally in Limbo. If his character can come back from the dead, he might be able to rejoin the game as Ardrick. Otherwise, he needs to make a new character and that new character has to join the group. But if the party decides to continue their current adventure because the stakes are too high to retreat, Adam might be stuck waiting for several sessions before Ardrick can return to the Land of the Living. Or until he — and you — can bring his new character into the fold.

Now, do you know who, at the table, technically has no part in discussing the party’s future plans? That’s right: it’s you and Adam. You don’t get a say because it’s the players’ call. It’s an Agency thing. They’ve got to decide what risks to take and consequences to chance and costs to pay. Adam doesn’t get a say because he has no character and therefore he has no voice in the world.

Again, chill out before you comment. I know there are ways to surmount these issues — that’s the whole reason I’m writing this shit — but I’m pointing out that these are issues and whatever plans and policies you implement — as a Campaign Manager — have to take them into account.

The death of a character totally disrupts the party’s plans. It changes everything. By the strict definition of a roleplaying game, the players — and their characters — have to make whatever choices they feel are best about how to proceed after they put one of their own in the ground. Those choices will likely have serious, far-reaching, permanent consequences in the campaign because that’s how roleplaying games work. But those choices also affect how and whether and when the ex-player gets to rejoin the game and it constrains how you, the Game Master, can and must handle that. Your job is to adjudicate the players’ actions, not dictate them and corpses aren’t party members and can’t take actions other than rotting. That’s how it be. And the solution can’t be, “Well, the Campaign Manager just has to make up a solution when the issue arises.”

Imagine your players are on a ticking timebomb adventure you planned to fill four sessions. Ardrick just died two encounters into the first session. The stakes are so high the players don’t feel they can retreat to deal with Ardrick. You know that, by the time the adventure’s over, Ardrick’s corpse won’t be fresh enough to reinvigorate. Oh, and the adventure is in a demon stronghold in the Abyssal Void. The player-characters needed the magical equivalent of Class A Personal Protective Equipment just to walk through the door so they ain’t going to run into random wanderers or prisoners to team up with. Solve that trivial little issue on the spot why don’t you? Because solve it you must. Immediately. At the very least, Adam needs to know whether he’s out of the game for a month or not. Meanwhile, if you’re just going to change the rules and the stakes to let the players have breathing room to get Ardrick back in play, well, you might as well have just fudged the dice to prevent his death in the first place. You’re just erasing the consequences because they’re too hard and painful.

I’m not trying to debate the issue here. I just want to make it very clear how thorny Character Death can become and why you need to be ready for it. As ready as you possibly can be, anyway. Because the real biggest issue is just the uncertainty it creates.

Restore, Restart, or Quit

Of course, one of the big factors playing into what the party does next is whether or not the fatality is reversible. Now, technically, that’s a rules matter and not a Campaign Management issue. Either your game includes spells and magical items that can un-dead the dead — or whatever — or it doesn’t. But the whole raising the dead thing is something lots of Game Masters like to fiddle with. Moreover, even when the possibility exists, mechanically, there are questions about both the cost and availability of those options. In D&D, for example, if your party doesn’t have a member of the right class at the right level to provide a magical Control-Z on the death, you’ve got to rely on an NPC spellcaster to do the deed that undoes the death. But the rules are all kind of, “Effed if I know, just ask your GM” about whether NPC spellcasters are available. Then, too, there are the hundreds or thousands of gold pieces worth of diamonds you need to power the spell.

Once again, this ain’t something you — as a Game Master — want to have to figure out on the spot. You want to know what un-deadifying options exist before you need them.

But there’s also a big meta-issue here too. Raising the dead ain’t ever cheap in any system. The players have to figure out if they’re willing and able to pay the bill. But the one player with the most at stake in that call also gets no say in it. And that makes things more complicated than you think. Because now there are feelings on the line.

Imagine Beth’s been saving her coins for months for a very expensive magical item that’s central to her character and she’s almost there. If Beryllia shells out for Ardrick’s resurrection, that’ll set her back months. But Beth also has to worry whether Adam’s feelings might be hurt if she doesn’t pony up the coins. She might feel pressured to give in. The whole party might. You might think that’s how it should be, you might not, but it is a very uncomfortable social issue that has to be navigated.

Then, too, resurrection is never instantaneous. The spell might be, but often getting it cast requires the party to return to a safe location or to find an NPC who can pull it off. That can get time-consuming. If the party needs to raise the money or acquire rare components or do a quest to the Underwhere to retrieve the lost soul, that might drag things out even more. So what’s Adam doing while the party’s hunting down dead-raising priests and searching Hades for Ardrick’s mojo? And what if they fail?

“Hi, My Name is Ardrick II. Have You Seen My Brother?”

In the end, it might not be possible to return a wayward character to the Material Plane. Maybe the option doesn’t exist. Maybe whatever happened is too final to reverse. Maybe the party can’t come up with the resources or pull off the quest or they just don’t want to try. Or maybe the player in question is happier with a fresh start. So, a new character must be created. Well, what’s that look like? You know the player’s gonna have some questions for you, the Game Master, right?

The first question’s going to have to do with Levels or Experience or Advancement Points or whatever the hell your game system uses to extrinsically mark character growth and progression. The second question will have something to do with starting gear, cashy-money, and magical doodads. The remaining questions will be about backstory and reasons for being and all that shit.

Basically, everything you — the Campaign Manager — have to answer when the players make their first characters, you’re going to have to answer again — probably differently — whenever anyone makes a replacement character. For any reason. You’re gonna need a policy for introducing new characters in the middle of the game.

“You Seem Trustworthy. Why Don’t You Join Us On Our Quest?”

The final big issue in this hit parade of postmortem problems involves introducing and incorporating new characters into the game. How does that happen? Or — because the specifics are going to vary wildly — what’s your general plan or policy for incorporating a new character into the game? What can a player expect when they’re waiting in the wings, new character in hand, to join the game?

So This Is What Death Is Like

So that’s Character Death. Or, rather, that’s all the different ways Character Death fucks up a campaign. From the moment of initial shock that arises when someone announces they’re dead all the way through to the moment — possibly several sessions later — when their brand new character joins the campaign. It’s a giant-ass disruption and it can literally derail a game for weeks. That’s why it’s so important to have a policy. You have to know how to compromise on all of the issues every step of the way to minimize the disruption without making the death trivial and without damaging the spirit of the roleplaying game. Along the way, you have to be keenly aware of the players’ emotions and the potential conflicts they can cause. And you’ve got to do it all knowing the circumstances surrounding each and every death are totally different and unique and there’s no single, universal approach that’ll prepare you to handle each and every one.

Should be super easy to explain that all in under 5,000 words, huh? I guess we’ll find out next time.


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27 thoughts on “True Mechanical Managery: When Death Comes Calling I

  1. Very excited for Part II! This whole TCM series has me wishing I knew this stuff before I started my campaign, but better late than never, and I’ll see where I can prepare for bad things before they happen as I go. Or have a much better second round of things for the next campaign.

    I also really liked the sidebar “It’s Normal to Feel Feelings”. That was an excellent summary for us GMs which touches on self-care & -insight but also our duty. Excellent stuff.

  2. Until some being of inhuman perfection, with god-like wisdom designs the ideal game, we all have to work with games with some design flaws. And if that did happen, most people wouldn’t touch it because it isn’t D&D.

    Anyway, this is an extremely thorough breakdown of the issues involved. It spurs a dozen questions in my mind, at least a few of which will almost certainly be answered in the next article. That’s the problem with two-parters, isn’t it? A reasonable reader almost has to hold all questions until the second part.

  3. Heck. Saying goodbye to characters at the end of a campaign can be difficult too. But, at least there you can ride into the sunset an know that your character lives on.

    My games is a rather open world game – so the disruptions are par for the course. But, it’s of course going to disrupt a lot of things.
    One small backup I have is that my current game has a lot of hirelings hanging around the players camp. One of my players have already called “dibs” on one of them. (Which also makes some sense in game). I also used one hireling as a way to introduce a new player into our game.
    It’s also made easier with my table rule that everyone starts at 1st level when they make new characters – for whatever reason.
    This way the player can at least have someone to play until the party returns to civilization and they recruit someone new.

    Still doesn’t make the death part easy then and there.

  4. The “it’s normal to feel feelings” sidebar is one that, after reading it, I’m shocked I’ve never seen in any TTRPG rulebook. For all the talk of X cards and session zeroes I don’t think I’ve ever seen anyone talk about the emotional toll of running games.

    • The big issue is that the tools you mention are born from a more progressive world view approach to RPGs – one that supposes that negative emotions should be avoided at all cost, and that everyone has triggers that should be respected.
      Meanwhile it seems to be that Angry has a more liberal approach – where there’s an acknowledge that negative emotions occur, and that we should be prepared for it. Not trat it like it doesn’t exist, but also be adults about it.

    • THIS!
      I love GMing but it does take its toll and it can be lonely without a community of others who “get it”. I’ve occasionally read in rulebooks warnings of burnout, but there’s a lot more as well.
      I guess that’s why the sidebar resonated so much with me <3

  5. I’ve got a player who quit the game after his character death, it was only the second game of the campaign so I thought he didn’t feel attached yet and even proposed another kind of similar character from a bunch of prisonner that they were rescuing when he died. But he quit, don’t underestimate that stuff.
    Thinking about my own player character deaths, I feel it’s easier to let go an old character that you’ve kind of completed rather than a new one for which you have expectations and dreams. So maybe less technical problems for new characters but more hard feelings. Anyway you gotta deal with both, that is unless characters can’t permanently die.
    But as Angry explained: “A vaincre sans péril, on triomphe sans gloire”.

    • I had a very similar thing happen a long time ago, dead PC at level 2, player who I’d marked as a potential problem from session 1, me (the DM) with no clear policy other than let the dice fall as they may.
      To his credit, he said his feelings out loud, “I don’t think I can play any other PC, I think I’ll have to quit, which is a shame I was really looking forward to playing more.”
      I just said, “Well, don’t leave yet, the bad guy’s still alive, let’s just play it all out at the table, see what happens,”. I had no idea what might happen, but was prepared to ad-lib with the group, and not just grind the game to a halt for one person that, at that point, I saw as overly self centred.
      By the end of the session, the PCs had won, dragged the corpse back to town, and found (and negotiated with) a cleric who could raise it. That player was amazed and grateful, and it spurred a whole new twist to the PC who converted to that faith, multiclassed to cleric, became besties with a paladin, and so on. All very unexpected given the typical selfish rogue I saw at the start, he really rolled with it and played differently from there.
      That PC got to epic level and we all had lots of fun; “best campaign I’ve ever played” he said at the end.
      I’d like to think that a lot of that came from us, as a group, dealing with that dead PC as adults (playing a game) and using it as an unexpected opportunity.

  6. Hurry up. I have players with a death wish and no policy in place.

    I can fudge the dice and kick this problem down the road but at some point they will forget they are mortal and the dice will do their thing.

    Besides, introducing a “And this is how we handle Character Death” memo might chill down the crazy.

    • I find that having a clearly stated policy that you can retire a character at any time often sharply reduces the deathwish. Even more so if there’s a difference in starting gear/XP/whatever that favors a replacement for retired over a replacement for dead (I allow a replacement with the same XP total and at least approximately the same total value of gear; replacements for fatalities typically get less XP and gear roughly equal in value to what the party gave the dead guy’s family).

      Since you mention fudging: I also think that simply not fudging to keep characters alive reduces the deathwish behavior. Silly in character action sometimes comes from players not believing that there are any negative consequences even in game, which is bad. Character’s do things, those actions have consequences is important. Fudging, IMAO, weakens this link.

      I’m not sure there’s a “how we handle death” memo coming in the next part of this lesson because the situations/solutions are too likely to be contingent and you can’t cover everything in a memo. Angry may just be heading toward a “think it through and have a plan for any particular time where death is likely” solution. Depending on the situation you might take over an NPC ally or get a quick raise or you might play your own ghost, or maybe you’re just stuck. The GM will have a good idea of in advance of the likely resources available to deal with death in a session, but it won’t always be the same resources and hence won’t always be the same method to deal with it.

    • I was honestly pleasantly surprised to see some of that. Though I will remind my readers I don’t have access to advance copies of this shit because I’m pretty sure I’m on a blacklist and this article was outlined two weeks ago. So I ain’t stealing from them, they are once again stealing from me.

  7. If I could have no actual character deaths while still maintaining the threat of potential death, then that would be nice, as it is indeed a whole hassle, but that’s just not possible in the long run, it just becomes an empty threat. And I get it, maybe you just want to play this one character, and if they die, that’s it, you’re done. I can respect that, it sucks, but I get it.

  8. Great article, looking forwards to part II.

    Also very interested in that hinted article about whether death should even be an option.

    I’ve not thought deeply but I think there’s “Old School” style where characters are cheap and you expect a death or two every session or so (Shadowdark, etc) & “bring a blank character sheet” is a clear expectation; and “New School” style (5e, etc – more heroic, character driven) where death should be avoided, almost off the cards. And not a lot of space in between.

    But I’d love to hear someone who’s actually thought and researched about it (=Angry) talk about it.

  9. How many problems with death in RPG play can be found in this example?

    I was part of a campaign that played very much like an old school D&D game with a different fantasy system. Death was incredibly easy. Divine intervention was, however, normal so that had a very high chance of not needing to drag body back to town to get rezzed (which was also common, just expensive enough to be a major disincentive to not getting rezzed “for free” or, pantheons forbid, surviving a session).

    My characters died a lot. As in, could figure “half” the sessions. DI usually brought them back, but I often played characters of one of the major religions that didn’t believe in resurrection. So, I had lots of character churn. The group’s players hated dungeons as it prevented the SOP of go half a day outside a town, have a random encounter, return to town either to heal up or cash in treasure, repeat ad nauseam. I can’t remember the precise number, but I played something like 11 different characters in one of the few dungeons we ever came across. How my PCs kept showing up in a dungeon the party didn’t know how to get out of in half the sessions was handwaviumed.

    I have a high tolerance for bad game play. I played in this campaign until the group broke up due to GM moving. But, I very quickly learned to care absolutely nothing about my characters. They were character sheets. Possibly ironic that, even as I cared the least about my characters, I still cared the most about the campaign narrative of any of the players. Just a terrible fit for this group.

    Meanwhile, while I may have had something like 20 different PCs in the campaign, the other core players never lost their characters. I have a very high tolerance relative to others for playing RPGs as a sidekick rather than a hero, but it got increasingly annoying that the party would have been better off not having some spearchucker tagging along with the stars of the “let’s see how powerful we can make our character sheets” game.

    • That’s strange, I mean, death is a problem for many reasons, as stated by Angry. Having a character die every two sessions is a BIG deal, and if it’s the same player’s character that dies everytime I would’ve asked a few questions about myself the DM or the group…yeah your example is one good case of death not properly handled in my book. Did the others die a lot too but get resurrected?

      • The other PCs were much more powerful than mine much of the campaign, in part because they just kept advancing their sole characters while I kept creating new ones that were behind mechanically for one reason or another, though another reason was the play was extremely random where the same session that gave other PCs high fantasy abilities like summoning elementals and having poisonous blood with immunity to poison and whatnot gave my PC +5% Swimming skill.

        They never lost their characters from the point I started playing to when we stopped playing. Sure, their characters would die sometimes, far far less often than mine did, but, as I mentioned, resurrection was extremely common.

        I changed characters much more frequently than I needed to do because I felt zero attachment to any of my characters. I was supporting cast for the stars of the show. Though, if I had changed characters every time one of them died, I estimate I would have played 50 or more characters in the same span of time the other two core players played one character each.

        I don’t know that it was a big deal. While the other players weren’t exactly of like mind on what they wanted, the most invested player was perfectly happy to have his character get more powerful without any meaningful narrative. At least, that’s how it came across to me over the years of playing this campaign. It wasn’t nothing, though, as it frustrated the other players how fragile my characters were compared to theirs.

  10. Thanks for the article, Angry. It does a great job addressing the immediate problems caused by the disappearance of a PC.

    However, if I may, perhaps you don’t emphasize enough the medium-term problems that the death of a character can cause—like a slow poison.

    For the GM, their entire scenario can be thrown off course if the character played a central role in the story: backstory, connections with NPCs, set-up that will never be resolved, and so on.

    It can wreck the ‘tone’ of the game too, imagine an epic campaign where Boromir die against a stupid goblin or drown in armor because it fell from the canoe.

    Finally, for the emotionally invested player, losing a character and all the connections they organically developed with the game world over the course of the campaign poses the risk of emotional detachment. A new character with tailored background is a poor substitute. In the worst-case scenario, this detachment can increase the likelihood of the new character dying a “stupid death,” which in turn may lead to even greater detachment, creating a vicious cycle.

    • I didn’t forget them. I just don’t agree that those are problems. Those are features of the roleplaying gaming experience. Especially that last problem. That’s like saying people will stop buying and loving pets because pets die sometimes. There are some players who can’t handle death emotionally and do become detached and nihilistic. If they can’t get over it, they find a hobby that is more suited to them. Meanwhile, if you, knowing full well death is a possibility, design a scenario that is destroyed by a character death, you designed a bad scenario.

      And finally…

      Game Mastering, Campaign Management, and Scenario Design are three different things. When are you people going to learn to compartmentalize? Campaign Managers don’t write scenarios. Scenario Designers don’t write campaign policy. But both are responsible for knowing what is possible in the game and planning for it.

      All of that said, this is why I’m not teaching you WHAT to do, but HOW to think. Thanks to my brilliant lesson, you have now clearly learned how to enumerate potential problems before they arise so you can plan around them. That’s exactly what you just did. Do you see how you did what I taught you to do instead of relying on my enumeration and problem-solving capability?

      Instead of telling me, “Uh, you forgot X, Y, and Z…” you should be thanking the hell out of me for teaching you how to use your brain to solve your own damned problems like a True Campaign Manager. You’re welcome.

      • Oh yeah, for sure I can’t thank you enough for this blog. It helps me to think about RPG within a framework and methodically.

      • Best reply ever? Touché.
        Death is not the end, at least in TTRPG, it’s a massive opportunity, one which we can all embrace in a way that fits the situation (i.e. what’s come before, who’s involved and their personal sensibilities etc, and what’s to come and/or needs re-planning). In particular, it’s typically one of the biggest opportunities for a personal and/or campaign “twist” – the best kind, i.e. not pre-planned. The biggest learning for most DM’s, is to stop pre-planning and over-thinking everything, just plan situations and learn to plan so you can all ad-lib a bit more at the gaming table.

  11. Though I no longer identify myself as a gamette (but I did, I even identified myself as two separate gamettes at the same, albeit briefly), I wanted to thank you for your continuous efforts toward using inclusive addresses, without making disrespectful assumptions. Because “gamette” is just a different spelling of “gamete”, right?
    That aside, this here is a very solid article. I think that, because I hadn’t considered this ‘death and replacement policy’ in my previous campaigns, I sometimes held back my hand as the GM. Subconsciously, when I felt like a PC’s death would cause a problem for my long-term game, I steered away from too dangerous situations. Not that I haven’t killed any PCs, no. But the lack of the thought process you describe made it harder and more stressful to run challenging scenarios.

    • Gamette is the feminine form of gamer. Some people prefer to use the gamer/gamella forms, others use gamet/gamette, but I like gamer/gamette. Just a style choice. Didn’t mean to confuse you.

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