May of the Dead: Character Death & Player Grief

I was asked by the fine folks at The Going Last Podcast to participate in their May of the Dead Carnival. The blog carnival features a wealth of articles devoted to the undead. Realizing that many other talented writers would take on the task of creating monsters, campaign arcs and other gaming mechanics with an undead theme, I spent some time pondering a different angle for my May of the Dead column. I landed on the topic of character death and player grief during a roleplaying game. (EDIT: The painting below was created by Gene Gould. I first found the image through Google Image Search and did not know the origin. Check out other works by the artist!)

Image created by artist, Gene Gould. http://www.artintime.com/Painting-Gallery-1.htm
“We find a place for what we lose. Although we know that after such a loss the acute stage of mourning will subside, we also know that we shall remain inconsolable and will never find a substitute. No matter what may fill the gap, even if it be filled completely, it nevertheless remains something else”. ~ Sigmund Freud

It is interesting to think about character death from the perspective of the player in terms of attachment. I previously discussed some thoughts about character death and how save-or-die mechanics can take away a player’s attachment to her or his character. How does one cope with investing effort and time creating a character and bringing that character to life at the gaming table only to see the character die? Everyone does not experience character death in the same manner, and while some players may grieve the loss of their favorite character, other players may not give the matter a second thought after their poor Paladin is pounded to pulp by a Purple Worm. Below, I discuss ideas for how a DM can handle the death of a character at the table. I frame the discussion by detailing the five stages of grief and present ideas to ensure the death of a character is not overlooked in a campaign.

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Disposable Heroes: What Does Save Or Die Really Kill?

Earlier this month, a spotlight was shone on the save or die game mechanic by members of the development team for Dungeons & Dragons Next. The vast majority of my experience with D&D is through 4th Edition, which is built with less lethality as the default option compared to earlier editions. For example, our group played a BASIC D&D game last year and the character I played died while I was away from the table during a 90-second roundtrip to use the bathroom. I left the table while the character had full health only to return to a corpse riddled by zombie teeth and claw marks. The lethality of the game has certainly shifted over time, and the developers of D&D Next are now seeking input about the utility of the most lethal aspect of D&D – save or die effects.

As a relative newcomer to D&D and tabletop roleplaying games, I find the save or die mechanic fascinating for all that it means for the game and those playing it. I have been playing computer- and console-based RPGs and other videogames since Atari and I cannot think of an equivalent mechanic to save or die. I have never played World of Warcraft or similar games, but I have learned if a character dies, his or her progress is not lost forever. The player – and character – continue to adventure another day. Even thinking about punishing games like the original Ninja Gaiden on the Nintendo Entertainment System, which resulted in a multitude of deaths, they still featured the same protagonist after the character died. No matter how many times the player was punctured by throwing stars or knocked out of the sky by birds, the player still continued Ryu’s journey set forth by his father.

Ignoring Raise Dead and other options, D&D is one of the few games I’ve played where character death is FINAL. Save or die effects add an element of chance to the finality; saving throws in 4th Edition, not factoring in any relevant modifiers, will fail 45% of the time. In earlier editions, the fail rate was less favorable to the player. Fail a save, and the adventure was immediately over for that character forever. This strikes me as an odd way to manage a roleplaying game in terms of fostering a level of attachment and emotional investment from a player.

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