"Is This the End?"

A Meditation on Death and Dying in Tabletop Gaming

6/28/2024

In common tabletop role-playing discourse, there are some university acknowledged truths: 


Player agency is a good thing. “You control your world but your player's characters and their decisions are theirs”.


Railroading is bad. “It's one thing to have a story in mind but to insist on an outcome or things going your way despite player action is another thing entirely.”


Players’ and DMs’ relationship is not adversarial. Most popular TTRPG horror stories we hear stem from GMs skirting this really fundamental truth. We're all here to tell a story together and DMs control the enemies but should be fans of the players.


These assertions will typically evoke no pushback from thought leaders and the average discourse enjoyer I encounter.


Curiously, many of these same groups and voices tend to contradict these tenets in their approach to consequences and death. With the glee you can sometimes hear GMs describe player death with, and the surprisingly frequent statement that games without PC death have no stakes, i believe there's a disconnect caused by a common unspoken assertion: 


I believe that many unconsciously believe that death is the most interesting thing that can happen to a player character.


Narratively speaking, death is dramatic. It is shocking and by nature represents the climax or resolution of a story being told. For the characters, that is. 


For the players, it typically amounts to an acknowledgement, some dice rolls, and they are back in play within a few minutes (or next session in extreme circumstances). Now that player has a new character with new motivations and new relationships to discover and embody, and their last is pushed into the halls of temporary remembrance. 


Before I make my next point, I'd like to highlight some common media touchstones and how they handle stakes, failure, and consequences. 


Let's look at superhero storytelling (yes, i know, bear with me) and Avatar: The Last Airbender. In a Spider-Man or Superman story, deadly challenges are commonplace but you don't read to find out -if- Superman succeeds. You want to find out how he does, and at what cost. Spider-Man probably isn't going to die in any given story. But he will suffer and his loved ones might die. Even in Batman stories where he is often outmatched by his adversaries, the excitement doesn't come from “does he die?”. The question is “how the hell is he going to pull this one off?” In Avatar, nobody dies ever. But stakes get pretty high and escalate to the point where the end of the world hangs in the balance of the final scenes. If our heroes succumbed to their weaknesses or enemies' best laid plans because that's realistic, there is a strong chance the story falls flat. Maybe not once or twice, but unfinished arcs are inherently unsatisfying. “But Jack”, you say, “we hate superhero fantasy and we know that you do too!” 


And you're right. But compelling storytelling is compelling storytelling and unless we're telling an explicitly horror-focused story, heroic antics are the goal and we're simply attempting to negotiate difficulty and frequency as we crank the meters on darkness and lethality. 


If what really gets you going is pushing through a location in a horror-survival style game while churning through a village’s worth of low level adventurers, I'm not here to disparage that. It's a perfectly valid way to play, and I only aim to highlight and sow thought seeds for alternatives in those that aren't certain that that's the specific experience they are after. But I firmly believe that outside of that specific experience, Characters losing, failing in their goals, and having to deal with the consequences is more interesting than them dying. 


Let's walk through some examples of playing death narrative-first: 


Rohan the warrior and his party have run into an insurmountable force: a dragon its legion of animated mud golems. They fight valiantly but as enemy reinforcements enter the field, they recognize the danger they are in and elect to retreat next turn. Unfortunately, the dragon has other plans, attacks with a claw, and reduces Rohan to 0hp. 


GM: “Is this Rohan's last battle?


Let's lay out some possibilities 


I don’t think there’s a lesson here. Just vibes. 

Expect more on the subject in the future, though. 


This post was released early on Patreon, alongside plenty of subscriber-only posts.