Behind the Screen: Memento Mori...
Posted by Dante at 8:59 AM
Memento Mori is a Latin phrase that means "Remember that you must die." It has been used since ancient times to remind people of their own mortality, and I recently ran across this discussed by the always beautful Cory Doctorow in reference to a pinhole camera made from a human skull featured on BoingBoing earlier in the week.
Mortality is an important part of your campaign.
As a Dungeon Master, I really don't like killing my players that much. It is, however, a required aspect of a good campaign... mortality should be a very dramatic thing. This could spiral off into a discussion about how balanced or unbalanced raising the dead is in D&D, but that's not what I'm after today.
Today, I want to talk about various ways to remind your players that they are mortal.
The trick is simply to kill, poison, or otherwise terrorize them.
You can use disease, curses, or even temporary death (he's only MOSTLY dead!) to reinforce that your Level 3 players are not immortal gods among men. Gravely injure them from time to time. Make them walk around with their arm off looking for someone that can restore the damage. Give them a particularly nasty poisonous creature to deal with. Kill them once in awhile, preferably in a way that they would be somewhat satisfied with (for example, no fighter wants to die by getting hit in the head with a rock after winning a battle.)
The beauty of the D&D rules is that most of these things are not permanent, unless you wish to make some special rules to make them so. Restorations and resurrections are only as common as the characters that have the skills to cast them. If used sparingly while the player characters are too young to resolve these issues themselves, you can get all of the drama from a system designed to make these devastating events temporary.
Why is this important again?
Because, quite simply, drama is what makes good campaigns. If you are dead set against giving your player characters setbacks, you can apply these rules to some NPC that becomes close to the players in some way, but they must be VERY invested roleplayers in order for this to make much of a difference.
If you spare the pain and suffering, your campaign will quickly be like playing a video game cutscene. Even if the building blows up, you know the next level hasn't loaded yet and the game isn't over, so something will happen to make the player characters be ok. If you bail them out every single time, they will start taking ridiculous risks (sometimes subconsciously) because they know you'll bail them out of it.
This takes skill and guts to pull off correctly, so best of luck to you all. Memento mori!
Mortality is an important part of your campaign.
As a Dungeon Master, I really don't like killing my players that much. It is, however, a required aspect of a good campaign... mortality should be a very dramatic thing. This could spiral off into a discussion about how balanced or unbalanced raising the dead is in D&D, but that's not what I'm after today.
Today, I want to talk about various ways to remind your players that they are mortal.
The trick is simply to kill, poison, or otherwise terrorize them.
You can use disease, curses, or even temporary death (he's only MOSTLY dead!) to reinforce that your Level 3 players are not immortal gods among men. Gravely injure them from time to time. Make them walk around with their arm off looking for someone that can restore the damage. Give them a particularly nasty poisonous creature to deal with. Kill them once in awhile, preferably in a way that they would be somewhat satisfied with (for example, no fighter wants to die by getting hit in the head with a rock after winning a battle.)
The beauty of the D&D rules is that most of these things are not permanent, unless you wish to make some special rules to make them so. Restorations and resurrections are only as common as the characters that have the skills to cast them. If used sparingly while the player characters are too young to resolve these issues themselves, you can get all of the drama from a system designed to make these devastating events temporary.
Why is this important again?
Because, quite simply, drama is what makes good campaigns. If you are dead set against giving your player characters setbacks, you can apply these rules to some NPC that becomes close to the players in some way, but they must be VERY invested roleplayers in order for this to make much of a difference.
If you spare the pain and suffering, your campaign will quickly be like playing a video game cutscene. Even if the building blows up, you know the next level hasn't loaded yet and the game isn't over, so something will happen to make the player characters be ok. If you bail them out every single time, they will start taking ridiculous risks (sometimes subconsciously) because they know you'll bail them out of it.
This takes skill and guts to pull off correctly, so best of luck to you all. Memento mori!
Labels: Advice, Dante, DM Advice, DnD4e, rpgbloggers