Sep 26, 2025 9:11 am
I’m working on my recruitment post for a Draw Steel introductory adventure, and this thread has helped me reflect on my stance.
I fall into the "death has to be on the table for the game to mean something" camp as @emsquared aptly worded, when it comes to tactical games. Not all of my RPG campaigns lean toward narrative or slice-of-life roleplay.
Here’s how I approach character death for tactical, heroic, and cinematic games:
Heroes can die: We’ll start gently, but combat ramps up quickly. Tactical mistakes, poor positioning, or sloppy resource management can end badly. I’m rooting for your heroes, but I won’t pull punches or fudge dice rolls. On the other hand, I won't purposefully aim for a TPK either. Combat will follow the rules.
Combat is tactical and thrilling: In Draw Steel, everybody always hit—the Power Roll (2d10+Modifiers) just determines how hard. The battlefield is a puzzle, and clever abilities, positioning, and teamwork make the difference between victory and defeat.
Roleplay matters: I love interesting characters and roleplay, and I want to see your heroes shine through their personalities and choices. But be aware—this adventure leans heavily on combat and tactics, with story and character development woven into that action.
All of this means that when a hero is struck down by a goblin, we won’t just mark the loss mechanically and hand you a new sheet—we’ll play through the moment. Their allies rally to hold the line while the hero bleeds, drive the enemies back, and reposition to open a safe path for the Conduit to reach the fallen hero without triggering a storm of opportunity attacks, then call on divine magic to heal them. Whether the rescue succeeds or fails, the scene becomes part of the story—highlighting the threat of the monsters, the value of teamwork, and the heroism of those who fight side by side.
I fall into the "death has to be on the table for the game to mean something" camp as @emsquared aptly worded, when it comes to tactical games. Not all of my RPG campaigns lean toward narrative or slice-of-life roleplay.
Here’s how I approach character death for tactical, heroic, and cinematic games:
Draft version of my recruitment post says:
✅ ExpectationsHeroes can die: We’ll start gently, but combat ramps up quickly. Tactical mistakes, poor positioning, or sloppy resource management can end badly. I’m rooting for your heroes, but I won’t pull punches or fudge dice rolls. On the other hand, I won't purposefully aim for a TPK either. Combat will follow the rules.
Combat is tactical and thrilling: In Draw Steel, everybody always hit—the Power Roll (2d10+Modifiers) just determines how hard. The battlefield is a puzzle, and clever abilities, positioning, and teamwork make the difference between victory and defeat.
Roleplay matters: I love interesting characters and roleplay, and I want to see your heroes shine through their personalities and choices. But be aware—this adventure leans heavily on combat and tactics, with story and character development woven into that action.
All of this means that when a hero is struck down by a goblin, we won’t just mark the loss mechanically and hand you a new sheet—we’ll play through the moment. Their allies rally to hold the line while the hero bleeds, drive the enemies back, and reposition to open a safe path for the Conduit to reach the fallen hero without triggering a storm of opportunity attacks, then call on divine magic to heal them. Whether the rescue succeeds or fails, the scene becomes part of the story—highlighting the threat of the monsters, the value of teamwork, and the heroism of those who fight side by side.
Last edited September 26, 2025 9:26 am

