
- GURPS 3RD EDITION CHARACTER SHEET J SCOTT PITTMAN PC
- GURPS 3RD EDITION CHARACTER SHEET J SCOTT PITTMAN TV
Putting death on the line is a simple, effective way to encourage (if not ensure) that your players are invested in the game. I’m not surprised that most RPGs I can think of fall in the top half of the list. ( Edit: Yep, I forgot plenty - see below!) Are there really that few, or (more likely) am I forgetting some? Past lists point to my having forgotten at least a couple. The other thing that surprises me is that I could only think of 8 approaches. I prepared it off the cuff, and yet after the first couple of items it was clear to me that there’s a continuum under the hood, progressing from very low player control to very high player control.
GURPS 3RD EDITION CHARACTER SHEET J SCOTT PITTMAN TV
Primetime Adventures, which aims to emulate TV shows, uses this approach.
GURPS 3RD EDITION CHARACTER SHEET J SCOTT PITTMAN PC
A PC can only die when the player wants them too. The 2nd edition of Mummy (not the standalone 3rd edition) featured immortal PCs, although there were some limitations. Warhammer Fantasy Roleplay (at least in 1st edition) PCs have Fate Points, which can be spent to avoid death - not have a chance to avoid it, but simply to do so. Death is final, but PCs have 100% effective ways to avoid dying. d20 Modern uses Action Points to accomplish this - they’re not 100% guaranteed to save your butt, but they can. PC death is final, but there are plenty of ways to cheat death. The PCs can die, but they always come back. D&D exemplifies this approach, until you hit higher levels (see below for what happens then).


PCs can die, but they can usually come back.

Offhand, I can’t think of a game that uses this approach. Player character death is usually final, but there are ways to come back. Common to many RPGs that focus on realism, like Twilight: 2000. Instead, I’d like to look at the ways that different RPGs incorporate PC death into their rules, and use that as a springboard for discussion about what kinds of assumptions (implicit and explicit) are involved. The Player Character Death Survey takes a look at that topic. This post isn’t about how you, as a GM, should handle the death of a PC in your campaign. “PCs can die, and when they do, it’s final” is certainly a common paradigm.īut there are lots of different ways to address player character death. Many RPGs simply assume that most groups, and most campaigns, approach PC death in the same way.
