The Person Three Posts Up From This One says:
The Person Above Me says:
Of course it should be role-played. It's a role-playing game. But on a player level it is still merely a one-sided termination of contract, and it shouldn't be a tragedy for the player or the table as a real death in real life would be. It should be a learning experience on why it happened, though, with a consolation that a game you died in was never a game for you, either because of a skill mismatch or poor balance of the system. Randomly dying on a trap is exactly that, no matter how much role-play you pour into it after the fact.
That feels like a really niche take, or at least one I don't resonate with at all. Character death meaning the game was poorly balanced or just not for you? That's stepping away from half a century of TTRPG history and intentionality.
Not saying it's wrong, just not an objective truth.
Agree to disagree then. I'm also pretty sure that the niche my take is from is called logic.
There is a concept that doesn't resonate with me either. That concept is "Gamble on your life and die because the monster rolled nat20 and it's an intended part of the game." Even in d20 systems players usually get some means to avoid fatal damage regardless of the rolls: invisibility, stone skin, mirror image, and so forth. Because of that, a player of sufficient skill with sufficient resources will survive if the challenge is adequate. But if that is not the case then either the skill is insufficient or the challenge wasn't designed properly.
There are games that by design are poorly veiled gambling, and some people are okay with gambling their characters away. Maybe it's the thrill of high stakes, maybe they don't take their own story seriously, or maybe they were never invested in their character beyond writing their numbers and are eager for more numbers to try out. I don't really know which, because I was never one of those people. But death of a character will always mean one less character in the game and one less game for the character. You can't have a game without players. And characters are useless without games. Therefore, random death simply isn't constructive, only the possibility of it is.
You need death to exist so that you have a reason to make better decisions, but if you make good decisions, then death shouldn't happen to you just because of a bad roll. That roll shouldn't even be made if you play properly and the system respects your agency. Obviously, you can role-play the outcome of bad decisions after the fact. But that doesn't change that the situation which allowed a character death to actually happen — instead of merely being a possibility — that situation is a result of bad decisions, made either by the player, the GM, or the system developer. If dying regardless of choices is somehow the intended gameplay, then sorry but it informs me that I want nothing to do with a game that treats its characters that way and that I should instead apply my writing to a game that actually prioritizes story arcs over 1-19 or die rolls.
It is entirely possible to incorporate mechanics that prevent random deaths and still allow a lot to depend on a die roll. In fact, many systems have that sort of mechanics. Godbound's Miracles or Fate's Fate Points to name a few. A bad roll can also force a choice: "You can eat the soul of that innocent NPC and survive or die from a mortal wound that was just inflicted upon you." There are ways to extract a lot of narrative from the possibility of death alone and keep the character in the game, enriched with difficult choices and able to complete their story. So why should they randomly die? Because a die told them to? Or because it allegedly has been done that way for over half a century? Do we even have witnesses that can confirm they've always done it that way and prove that they represent the majority of role-players and not a weird roll-playing niche?