Death

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So last time I focused on life and using a character’s childhood and key events to shape their skills and backgrounds. This time, I want to focus on death from a few angles. (You can read part 1 here and see the RPG Blog Carnival collection on Life and Death in RPGs here.)

First, death doesn’t just happen to the PC or their fellow party members, but to the NPCs and monsters slain along the journey. Especially in fantasy RPGs, it seems every game I’ve played in we focus on “clearing the dungeon” or “eliminating the threat” – but basically we’re talking about killing critters, monsters, and people who get in our way. It’s just accepted as part of the equation.

Unfortunately, computer roleplaying games (CRPGs) have created an environment where you slaughter in-game monsters wholesale and pick up the loot left behind. There’s no conscience or consciousness of killing because they’re pixels on a monitor or TV screen.

When you play in a good campaign, there are costs associated with death. And for those new gamers who come from the CRPG world, it’s often a harsh reality when the morals, ethics, and laws of the world you’re playing in become relevant. Even forgetting the philosophical aspects of death, there are the practical aspects. Kill someone who tried to kill you and then figure out what to do with the body… Kill more than one  and the problem compounds. Eventually those costs come due in tabletop gaming.

Second, the death of your own character can be an interesting experience. I’ve had it happen so quickly after the character was created that it didn’t register and I’ve had it happen in longer campaigns where it was by choice, going out in a blaze of glory, or by happenstance, where I wasn’t ready to let the character go.

In a Battletech campaign, I went through the trouble of not only creating a character and customizing a ‘mech, but finding a miniature for the campaign. (In my gaming experience, buying a miniature for me tends to mean certain doom for the character.) In the first mission, we were doing a HALO entry to take out some target on the planet. I botched my roll and burned up on entry into the atmosphere. End of character and ‘mech. Thank you very much. As I recall I spent the rest of the night reading in a corner and watching the game roll by in my peripheral vision.

Another time in a “3 million and 1″ D&D 2e campaign (high-level characters constructed with 3,000,001 XP), we ran the campaign for a long time and eventually had to go out in a blaze of glory. We stood atop the battlements with a dwarven archer in plate mail (we called him Tin Can or TC for short), who we Hasted a few times and watched as he mowed down part of the army charging the walls. I don’t specifically recall how my wizard died, but I’m sure it was glorious.

But my favorite death story features a Palladium FRPG campaign. I was playing a mage and my friend was playing a ranger. It was just the two of us against the forces of darkness and we had many amazing adventures (including exploring a bit of the Temple of Elemental Evil). The end came when we were ambushed by a wolfen in the mountains. We tried. But this thing was too good and we were too unlucky. We bled out on that mountain pass and I will forever miss that character.

Sometimes a good PC can get under your skin. The best characters bring out parts of yourself you don’t even know are there until you play them. And when one of those characters dies, it’s like losing a little part of yourself.

Ultimately life and death in RPGs comes down to that factor for me. The goal is to roleplay a character to such a level that it’s a part of you and yet apart from you. Good characters should be easy to slip into, like a pair of old slippers worn for years. And when they die, you should feel something. When your companions die, you should feel something. It doesn’t have to be life altering, but the passion needs to connect you in some ethereal way with your alter ego in game.

Great topic for this month’s RPG Blog Carnival. And a big thanks to Campaign Mastery for hosting!

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This month’s RPG Blog Carnival topic is Life and Death in RPGs (see here for the kickoff article) and shockingly enough in the insanity of my last few weeks, I have some ideas to share…

Let’s start with Life, and then we’ll work on Death in the next post.

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For me, “life” in RPGs is more than deciding who lives and dies in a combat or trying to keep my PCs alive. It’s the roleplaying side of the house that keeps me interested and excited. So I try to define more than what a character can do and delve into why they can do it, when they learned it, and how they learned it or use it.

In the original Moebius Adventures system, we broke character creation into two large chunks – Childhood and Professions. Childhood covered everything up to age 12 or 14. And a character’s childhood might be very different than their choices of Profession. Look at a character like Conan. He was a normal child until he watched his family and village get slaughtered and was then taken as a slave. You think that might have shaped his attitudes, knowledge, and skills a bit?

So I propose that when folks are creating characters that they think about it in those two major buckets. What did the character learn as a child that has stuck with them into adulthood? And what choices might they have made as far as their professions go (or what choices were made for them)? Obviously not all skills you learn as a kid are useful. But many we continue to develop throughout our entire lives.

You could even go so far as to build in a tree of known associates. Who did your character grow up with? Have they kept in contact with any of those folks? Or did they part ways? Was it an amicable departure or one with enmity? Is it someone you might encounter during a game? What happens if a childhood enemy faces you as an adult? How is that different from a random monster encountered in an adventure?

Perhaps your character did or didn’t have a great family life growing up and they simply wanted to get out and explore the world or get away from what they knew before… What events shaped the decisions to learn particular skills? Did your parents teach you to forage and hunt or were you orphaned early on and forced to scrounge for food, learning what you could to stay alive? Did you gain any scars from early practice of weapons skills? Did you witness the death of a family member that you still seek revenge for years later (think Inigo Montoya)?

Not only do you end up with a basic history of your character to go with the skills they have, but you end up with contacts you can leverage in-game and that your GM can use to help tie things together and make them easier to relate to for your character. It works to the benefit of both the player and the GM to develop more backstory to better inform future events.

Yes, I know that D&D only gives you a few skill points here and there. Other games have the same issue. But slot a third or even a half of those skills towards defining your knowledge from childhood and you’ll end up with a better idea of where your character came from.

Next time we’ll talk about Death in a variety of ways. Stay tuned for part 2!

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This post was inspired by a post at the KORE rpg blog about the topic. And it got me thinking, which is sometimes not a good thing…

monk_bwReligion is definitely one of those hot buttons in the real world, like sex, money, politics, and many other hot buttons. As soon as you breach the subject however, some people want to either convert you or condemn you – and neither option really appeals to me.

I’m an atheistic-leaning agnostic… or an agnostic-leaning atheist. Just depends on the day. From my point of view, religion is a good thing for a lot of people, so I don’t make a fuss about it. If you want to talk to me about religion, that’s fine – but I don’t like being preached to. Just a personal thing. The door-to-door folks concerned with saving my soul should just move along. (I’m nice about it, but don’t want to waste their time or mine.)

What’s funny is that it’s also not one of the things I typically think about in my roleplaying. I’m more likely to play a cleric or priest as an NPC than a PC, which goes along with my leaning towards creating worlds with conflict these days.

My Immortals’ Wake setting has a church – the Church of the Mother – that has been twisted in the last thousand years to preach a message of no tolerance. History in the real world shows that many faiths have had issues with tolerating views other than their own. And I wanted to bring that aspect into my setting.

And, as with all things, there are those people within the Church who are more liberal in their views of brotherhood than others. A militant arm has sworn to destroy a group of so-called “demons” simply because they are an affront to what they believe. Other groups within the Church are more tolerant of the “demons” and even helps them from time to time.

However, priests in my games tend to be focused on the personal aspects of the mortal condition – helping the sick and poor, aiding those seeking sanctuary, providing spiritual guidance, and so on – not just the traditional D&D cleric point of view as far as mobile MASH and holy smash unit. As mentioned, there are militants in the Church of the Mother who certainly focus on what they think of as fighting the good fight. But most priests would rather tend to their flocks than fight I think.

As such, my priest NPCs tend to be more philosophers and scholars than weapon-wielding crusaders of faith. They’re more likely to talk you to death than beat you with a blessed club. These folks are also just as likely to be warped by greed or lust as any other mortal, so they may not be the paragons of virtue they’re made out to be. They’re simply men and women doing a job they believe in (or want you to believe in).

This is not to say that they don’t apply their healing abilities to those who need them. Nor do they stray away from praying regularly to the focus of their devotion. And miracles do happen. But these are mortal representatives of their faith who only rarely become vessels to the divine power of their gods.

When you bring in the whole wizard vs. cleric debate and wonder whether a priest might directly oppose a wizard and try to have them lynched. Many priests would decry that wizardry is evil and therefore should be destroyed. But many others would state that if their divine hosts could work miracles through the faithful, why would they allow magicians of other types not to exist? What’s to say that the wizard isn’t working divine miracles of his or her own and simply doesn’t appreciate the divine side of the equation?

A priest whose power base is threatened might turn his flock against a rival wizard, but that would erode his power base. The wizard would most likely fall to greater numbers eventually, but how many members of the priest’s flock would die first? Wouldn’t that give them pause?

So there is definitely room for religion in my games. I’ve only had one player ever convincingly play a priest in a campaign I ran. But I’m always hoping for another!

How do you use religion in your fantasy games? Is it a force to be reckoned with?

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In the Immortals’ Wake world, there is a character simply known as The Nameless One. For more than 2,000 years, he has roamed through populated and unpopulated areas, leaving a wake of destruction and bewilderment behind him. His is an extreme case of what I will call the “Road to Redemption.” Unfortunately for him, it’s a very long road along the lines of Groundhog Day.

monk_bwHowever, his story is not unique. There are others in our own histories and myths. The story of the doomed sinner wandering the Earth until the end of days is repeated throughout Christian legends. Cursed to live an eternity to pay for a single evil or thoughtless deed.

So what did this poor soul do? He was among the first to be Changed. The records from that age were long ago destroyed, but some pieces of the past remain. Scholars suspect that in the Time Before, there were many such beings – some of whom were truly Immortal and able to perform miracles both great and terrible. During the Time Between, a great war raged between Mortals and Immortals.

Not all of the Immortals were without conscience and wondered at the cost of such a rift between factions. Elle T’aibi began a movement to help the poor mortals caught in the middle. Jost, another Immortal, was tired of the war and among those swept up in this new movement. Together they, and others, wandered the lands, doing what they could to soothe fears and calm nerves, guiding people to start rebuilding their lives.

It was then she gained the nickname “Young Mother” for the way she handled people as delicately as children, speaking kind words and harsh for the best effect. She would coddle only so long and then those who came ot her for help would have to learn to live on their own again.

“All around were the distressed and mad, scared senseless by the thunder of the unholy Storm. The Young Mother, in the face of the Storm’s fury, aided those around her with a touch and soothing words. Witnesses who later became the first of her followers claim she glowed with a soft, divine light to lead them from the darkness.”

– Taken from the Book of the Beginning

T’aibi was a simple woman at heart, raised doing hard work on a farm and loving the family around her. She and others were swept up in the Storm of Change that led to the war. But even as her peace movement was just beginning, those around her seemed to gain insight and balance. The path she and her followers took often led into places of darkness. Without regard for her own safety, she took it upon herslef to enlighten these dark leaders to “The Way” – her philosophy of love, peace, and brotherhood.

“Adal’s lair, littered with the remains of his enemies, lay open to the Mother. With confident strides, she began to clear away the pieces until there was room to sit before his throne. For days, she said nothing and remained motionless. As though in a trance, Adal matched her for five days before descending. He embraced her and began repeating ‘I see! I truly see!’ over and over again…”

– Taken from the Book Between

Though immortal, she chose to pass into the beyond a hundred years after she had begun. Her body had become frail over time, and rather than construct a new body, a new vessel for her Spirit, she chose to take her place in the Maker’s House. For months, her followers mourned. But eventually they built her tomb, stone by stone. When it was completed, Pidae spoke the words that changed the world.

“We return you, Great Mother, to accept your place beside the Maker. While here, you opened our eyes to the love in the world and so we embrace our fellow man. In your memory, we shall continue to persevere with peace and faith. From this day on, we will spread your teachings to the ends of the earth, over seas, mountains, and plains…”

– Taken from the Book of the End

And so the church began. The 100 or so members of her flock spread the word far and wide. The first cathedrals were build soon after in her memory. Over time, many of the people accepted the word of the Mother’s Disciples and Priests as divinely blessed by the Mother herself.

Among those first Disciples was Jost, and he grieved for nearly one hundred after she died, wandering the places mankind still hadn’t discovered yet. When he returned to the world, only a few generations removed from The Mother’s message of brotherhood and peace, he was distraught to find her message twisted. Instead of a brotherhood of all mankind – Changed or not – those who were different, like the Changed, were cast out.

To stop the madness, he began a counter-culture, preaching the true words of the Young Mother as they were meant to be heard. But he was hunted again and again by those in power. Instead of stopping the madness, he fanned the fire, eventually causing an incident near the Mother’s tomb that he couldn’t forgive himself for. On that ill fated day, he slaughtered more than a thousand soldiers until he was the only one still standing.

As a result, he lost his mind. He wanders the world in a 50 year cycle, bringing death, pain, destruction, and change in his wake. He returns to the site where the cycle began – where his mentor and mother figure gave her life for a cause few if any remember, where he sacrificed his own mind so he would no longer be forced to remember what he had done for the person and ideal he held so dear.

What could end the infinite path of this immortal? What might shake him out of the cycle? Only time or The Mother will tell.

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Ok, so we’ve chatted a bit about Morality and moral codes (back in part 2). Now let’s change our focus to Virtue and bring some pain into the equation…

What is Virtue? Virtue represents the mortal drive to ease or cause pain and suffering in themselves and others. Someone’s virtue isn’t determined by how they perceive the pain they inflict or receive, but in how they deal with that pain.

RPGBlogCarnivalLogocopyRules-wise, we use that same -10 to +10 scale. For Virtue Alignments, “Light” is 10 to 6, “Gray” is 5 to -5, and Dark is -6 to -10.

Let’s use the example of a gym teacher ridiculing a student for not being able to do enough push-ups. The teacher may feel that ridiculing the child in front of others will make them work that much harder at improving their performance. The adult teacher may truly feel he’s helping the child by forcing them to perform. However, the teacher’s behavior shows that their virtue is firmly set in the gray, not the light or dark areas of the scale. Regardless of whether the child’s performance improves, the teacher inflicting the pain is encouraging a potential change in behavior. Both may be changed by the process.

Not all pain is easily identified, but the result is the same – someone suffers. Some pain manifests in an individuals psyche or soul and may never be seen by others. Other pain is physical and more immediately apparent to others.

Prolonged exposure to the effects of pain and suffering may lead to permanent changes in a person’s mind, body, or soul. Physical pain may cause damage creating deformities, bodily weaknesses, or even death. Mental pain may manifest itself as insanity, depression, or an altered state of consciousness. And soulful changes may change a person’s faith in the divine, their will to live, or change how quickly they can recover from repeated abuses.

A Virtue Alignment reflects how a character views pain and suffering. Do they want to inflict pain or stop it? Virtue is more than just thinking about pain – it’s what a character will do when confronting a situation involving pain in themselves or others.

Characters with light virtues will attempt to ease the pain in others and not cause pain themselves. However, they may kill someone to ease the pain suffered from a terminal illness. And when interrogating a prisoner they might try to give the person hope of life without pain in exchange for information. They would never force an individual to watch others being tortured.

Characters with gray virtues might use torture to further a higher goal or achieve something important to them. They might watch a horde of barbarians enter a city and slaughter citizens, never raising a hand to stop the massacre. They aren’t necessarily inflicting the pain themselves, but they still have the ability to stop it or at least a portion of it if they choose.

Characters with dark virtues will use pain readily. They might torture a prisoner before asking any questions simply because they feel the prisoner deserves it.

When you consider villains from the standpoint of Morality and Virtue, I find that you end up with much more realistic bad guys. Everyone has a story. So you have an evil wizard that wants to destroy a kingdom. Why? What happened to that person to make them willing to commit evil acts?

Is it that they were in conflict with Society or an individual? Perhaps severe mental or physical damage was done in the process?

–Fitz

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