Our September issue of Drintera Magazine is out, and it’s all about necromancy and the undead!
Drintera Behind the Screen: Death for Player Characters
by Andrew Gronosky
This article is from Drintera® Magazine issue 7.
Death for player characters is a controversial subject in the tabletop roleplaying game (TTRPG) community. There are two valid, competing schools of thought. The first is that a TTRPG is primarily a game that involves decisions with risks and consequences, and the death of a player character should be one of those consequences. The opposing school of thought is that a TTRPG is primarily a story, and the death of a major character derails the story if it happens without narrative logic behind their death.
Illustration by Aaron Lee, ©2016 Sine Nomine Publishing. Used with permission.
This is, of course, a matter of style and preferences. I feel the need to mention PC death because it's the reason resurrection magic exists in Drintera. The game master will have to decide how easily player characters will have access to resurrection magic—if at all.
The Death Talk
Most TTRPG rules dodge the question of when PCs should die. They say the game master can change or alter the rules however they want . . . then leave the game master adrift. Okay, fine, you can do whatever you want. But what should you want?
I strongly recommend you establish guidelines for your table about character death. Have the "Death Talk" between the GM and the players, then record your decision. Bickering and hurt feelings are predictable outcomes if you don't discuss the mechanics around player character death ahead of time. If your game system is bold enough to take a stance on PC death, you can, of course, play those rules as written, but you still need to discuss them to ensure everyone knows what to expect.
Options for PC Death in Your Campaign
I present a range of options here for how to handle character death. Note that your campaign may change from one approach to another over time. If you're playing a game like Dungeons & Dragons where PCs unlock resurrection magic by reaching a certain experience level, your campaign will transition into the "death is temporary" approach at that point.
The quickest path to consensus is for the game master to review the options and then narrow the field by ruling out any approaches they'd be unwilling to enforce. They can then present the remaining options to their players.
Death Can be Fun!
You can play a fantasy TTRPG as a survival challenge, also known as a deadly campaign, killer dungeon, or (according to one interpretation) "old school." Everyone knows their character can be killed by a single bad decision or by plain bad luck. When a player character dies, make a new one. In the first decade or more of Dungeons & Dragons, this was the assumed style of play.
The GM needs to tell the players to not get too attached to their first-level characters. Don’t invest time in a deep backstory. The dice give, the dice take away. This approach works best if you have a stable gaming group whose members know each other well. I wouldn’t recommend it for convention games or other open tables unless it’s extremely clear what the players are signing up for.
The game master is still expected to be fair, but they're not expected to guarantee that every challenge is surmountable—players are supposed to know when to run away. Expendable non-player characters, called "hirelings" in the old days, might accompany the player characters, and they can be demonstratively killed by the GM when they want to show the party that a situation is deadly. The game master can also provide opportunities for the heroes to meet allies during the adventure so replacement characters can be recruited easily.
You can play a deadly campaign serious or silly. The serious version is a tense endurance contest to see who can make it to the end of the adventure while amassing treasure and/or achieving narrative goals. The silly version has the GM create deadly situations as a form of artistic expression, and then players give awards for the most entertaining PC death. Everyone remembers the time Brenda's paladin fell down a pit trap into a gelatinous cube, or the time the whole party was turned into a sculpture garden because they really, really thought they could handle that medusa.
There are two pitfalls to a deadly campaign. First, some players might halfheartedly agree to it then resent it when the dice kill their character. Second, players might start intentionally manipulating each other into deadly situations. You need strong trust and an adventuresome (but not foolhardy!) attitude to make this genuinely fun.
Death is Temporary
It's become a trope in fantasy TTRPGs that protagonists can be brought back from the dead. Not all game systems allow for this—low fantasy systems in particular tend to make death permanent. Nevertheless, resurrection magic is part of the culture of fantasy TTRPGs, and we’ve included it as part of the lore of Drintera.
The game master will have to decide whether and how player characters can come back from the dead. If you're playing a system where player characters unlock resurrection spells at a certain level, the decision is made for you when the characters reach that level.
If you use resurrection as an option, there are two things you need to decide.
The first question players should ask is whether player characters should have access to resurrection earlier than the rules require (or, in games that don’t have resurrection rules, if they should have access at all). Resurrection can be made available through religious centers, NPCs, magic items, and even divine intervention. Some players probably expect when their character dies, the other PCs can just bring their body to the nearest temple and have it revived. You can make it that simple if you want to.
The second question is what to do when resurrection isn’t possible. Most resurrection magic requires an intact body. It’s possible in a fantasy game for a PC to die in a way where the body isn’t recoverable. They PC might get disintegrated or something. Then what? The GM and players must have a mutual understanding whether irrevocable death can happen or if the GM will use their authority to prevent it.
Death is Permanent
While stopping short of actively encouraging PC death, some GMs and players prefer to play character death according to the rules as written. If the dice say a character dies, they die. If the rules say nobody in the party can cast raise dead, the character stays dead—it’s time to make a new one.
At the time of this writing in 2023, my sense is this is considered a hardline approach. The main arguments in its favor are that the risk of PC death makes the game challenging and that it adds suspense that ultimately makes the game more fun.
Communicate early and often if you intend to make death permanent. Note that this option is about how to adjudicate character death when it comes up, not how deadly the encounters should be. That's a separate question.
Death is Negotiable
Another approach is that when a player character would die, the player can negotiate a less serious outcome with the game master. Maybe the character sustains a life-altering injury, such as loss of an eye or a limb. Maybe the player agrees that the character's prized magic item is destroyed. Maybe the player agrees their character falls into a coma and needs to be dramatically rushed to a temple or magic healing fountain.
The challenge is to apply this equally to all players. The negotiated outcome must be equally serious, or as close to it as is feasible, every time a character faces death.
Death is not an Option
In some gaming groups, it's the game master's job to prevent player characters from dying, and they're expected to overrule the dice to do so. For example, the GM might reduce the damage of a hit to a number that leaves the PC alive but incapacitated.
The most likely problem regarding this approach is that if it hasn't been discussed openly, some players might implicitly expect the GM to do overrule the dice to prevent a PC from dying, only to find that the GM is committed to the rules as written. Then one or more players get upset when a PC dies.
You may be able to create a house rule about PC death that prevents misunderstandings. For example, whenever a player character would die, they're instead knocked out for a half-hour of real time or until the party reaches a safe resting place. It's always helpful to have rules that your group wants to follow instead of rules that can spoil your fun.
Just Wing It
This is the only common approach I can't recommend. Many GMs and players think that because the rules say the GM has to exercise judgment, the GM should just overrule the dice at whim. It's easy to be consistent, and therefore fair, if the GM is intervening to prevent a previously defined outcome (death of a PC). It's an entirely different matter for the GM to habitually alter the dice results in secret to vaguely "make the story better." By making secret rulings on the spur of the moment, the GM is not creating a game table that’s fair to all the players.
If you liked this article, follow our Kickstarter for Drintera Magazine 2025!
Orcs by Jeff Koch. ©2023 Shewstone Publishing LLC.
Orcish Language of Drintera - Creative Commons License
In our Drintera fantasy setting, orcs aren’t treated as inherently evil monsters. They’re people. In fact, they’re cool people that we hope you’ll want to play as characters in your TTRPG campaign.
To add depth to Orcish culture, we commissioned a linguist to create a basic Orcish language, used on the continent of Niere. This language outline is free for you to use, modify, distribute, and republish under the terms of the Creative Commons Attribute-Sharealike license.
Language design by Logan R. Kearsley. Vyeghat stryeltso!
Drintera is coming to Kickstarter! Follow us now to ensure a strong launch.
Drintera Magazine Issue 006: The Age of Thrones
Shewstone Publishing now has our own online store! Our first product is the August 2024 issue of Drintera Magazine. Drintera is our multicultural fantasy TTRPG setting, which we’re building month by month in magazine form.
The cover story is the Age of Thrones. Every fantasy TTRPG world needs ancient tombs and ruins. The Age of Thrones is the long-ago era where the oldest of them come from!
Adventure Frame for Magonomia: The Angel of Stone
As a preview of our upcoming Magonomia supplement, 101 Adventure Frames in Enchanted England, here’s the completed text of one of the 101 frames: “Angel of Stone” by Jaclyn Lewis.
About Adventure Frames
Many game masters don't play published adventures as written, but rather use them as a source of ideas for their homebrew games. An adventure frame is just the essential plot structure for a one-session adventure—the part people are most likely to use. It's the spark to set your imagination running. Details of specific scenes, characters, and challenges can be filled in as the game master wishes. An experienced game master should be able develop an adventure frame into a customized story in about thirty to sixty minutes.
Shewstone Publishing's adventure frames are presented in "hook, line, and sinker" format, originally developed by Jolly Blackburn in Shadis magazine in the 1990s. The hook is the opening scene or scenes that motivate the player characters to participate in the adventure. The line is the set of fun events and challenges that make the adventure worth playing. The sinker is a surprise, usually a plot twist, that makes the adventure unique and memorable. The sinker can often be omitted if you want the plot to be more straightforward. Finally, preparation notes give you an idea of what homework the game master should do to get ready to run the adventure.
Angel of Stone
by Jaclyn Lewis
Summary: Protect Hampshire from a vengeful tomb effigy.
Content Warnings: Death of a child, Death by decapitation
Genre: Mystery
Place: A prosperous parish, such as Elvetham in Hampshire
Time Period: Any era
Length: Medium (2-4 hours)
Hook: Well-to-do gentleman Edward Havishire summons the wizards to aid him with a problem. The children of his peers have become increasingly dismissive of their duties, instead chasing rumors of an Angel of Stone that has been sighted prowling various estates by night, and is said to rush toward sinners with blinding speed. Edward is particularly nervous for the young people’s well-being, as many of the teens were friends with his late daughter, Rebecca.
Line: The “Angel'' in question is Rebecca’s tomb effigy. During the day, the effigy rests in the cemetery by the parish church, but at night, it wanders about as a tomb warden, searching for Rebecca's friends from life. The wizards must track the source of the “Angel” to the church, perhaps get past other overprotective tomb wardens in the cemetery, and determine, through magical or conversational means, that Rebecca’s necklace has been stolen, provoking her tomb warden's ire during her nightly excursions.
Sinker: When Thomas Chester’s son Frances goes missing, the wizards find his body near the grounds of the parish hall . . . and his head several yards away, struck by a stone sword. The wizards must locate the necklace, which he had stolen and given to his paramour, Agnes, before Rebecca strikes again.
Preparation Notes: Create an encounter, combat or otherwise, with a tomb warden (use the statistics for a Tomb Warden from A Bestiary of Enchanted England, page 134, or create your own). Choose a pretext for how Rebecca's tomb warden obtains a sword: either her tomb effigy includes a sword contrary to expected gender roles, or the tomb warden takes a sword from the effigy of a nearby male relative. Develop ways for players to discover the truth of the stolen necklace, and, if desired, craft personalities and social dynamics for Frances, Rebecca, Agnes and the other young people of Hampshire.
Keywords: Theft, teenagers, cemetery, murder, tomb warden
Tomb Wardens
From medieval times and into the Tudor era, wealthy or prominent people were buried above ground in large, hollow stone blocks that enclose the coffin. These tombs are as likely to be found in churches as in mausoleums. The top of the tomb is usually carved into a tomb effigy, which is a life-sized statue of the deceased lying as if asleep. Tomb effigies are made of unpainted stone (often marble) and, for mens' tombs, usually include a carved sword and perhaps armor.
Legends speak of tomb effigies coming to life to defend the church or mausoleum from thieves. In Magonomia, such animated effigies are called tomb wardens. They're possessed by some kind of spirit but theologians of Enchanted England doubt that it's the ghost of the dead person. It's thought more likely to be some kind of minor angel—or devil—that comes without being summoned by any mortal. Being made of stone, tomb wardens move with a ponderous gait but have a magical ability to move quickly when no one is looking at them directly. They use this tactic to cut off thieves from escaping before they attack. Tomb wardens are merciless, known for decapitating their victims with their stone swords. The best hope to survive a tomb warden's attack is to drop any ill-gotten treasures and run for your life.
Additional lore and adventure ideas for tomb wardens can be found in A Bestiary of Enchanted England.
About the Book: 101 Adventure Frames in Enchanted England
The title says most of what you need to know: it’s a book of 101 adventure frames set in Enchanted England. The book is designed with a general gaming audience in mind: although rooted in English folklore and Renaissance magic, the adventure frames are system independent and can be adapted to nearly any fantasy or urban fantasy campaign. Coming to Kickstarter in Spring 2025.
Subscribe to our newsletter to get further updates and notification when the crowdfunding campaign goes live!