Showing posts with label Death. Show all posts
Showing posts with label Death. Show all posts

Tuesday, 11 April 2023

Health, and Death... again...

 So, The Human body, as I understand it, does not 'die' as instantly as we think it does

How Does Actual Death change the rules

On a cellular level, most of the body lives on for hours and even days after 'death'. This means many, many things for roleplay. 

Firstly, lets look at Health. 

When the human body takes an amount of damage too much for the consciousness to handle, the body shuts down the consciousness. This might not reboot the system, and we refer to that as a coma.

For the longest time, I used 'fate' and 'luck' to be this factor. The body takes damage beyond the 'death' score, and the player determines, ok. I'll spend a fate. If the party manages to best the monster, they revive their friends from their unconscious state, and begin the healing process. preferably in a nice warm tavern.

BUT if the whole party is 'killed' they all 'wake' in a witches home, or a wizards tower, or some place 'nearby' enough that makes enough logical sense that someone had rescued them, possibly including the party members themselves that were 'less' damaged.

The GM has a nice 'out' for the group, it often introduces a NPC for the players to rely on in the future, as they obviously owe a boon/debt to, and can introduce new plot hooks, or provide higher level access to information or goods.

But beyond that, we also allow for death to actually occur, and yet be rolled back. If the players can retrieve their friends body, and get to a healer within a few hours to days, they might still be brought back. The consciousness is shut down by the body, and once healing applied, is re-awoken by the spell casters or priests.

IF and only IF we have gone past the point of no return, do we now need actual resurrection spells.

This adds the benefit, plot wise, that our players are not 100% lost to us, and plot paths can continue beyond death. provided the resurrection is made cheap enough by plot economics. 

That's the TL;DR of my notes on death. 

Saturday, 6 October 2018

World Build October Part 6

Its World-Build-Tober: 

Saturday the 6th - World-build-tober

"Draw (or describe) a Custom, surrounding Death"



Death is an entity, black robes, scythe, bones, When you are at your deathbed, he arrives microseconds before, severs the lifeline to the universe and you are dead.

But, Heroes are granted one reprieve from Fate, another entity, who stands by deaths side and bumps him at the exact 'wrong' time.. the hero lives, escaping his death.

Magi can usually sense death and often as a last resort they expend all their magic in a burst of energy, creating a small patch of unusual effects. Why? because as often as not, the random burst of magic might prevent the death in the first place, and also its fun to go out with a bang.

As a result, some magi schools in the land have started to practice their 'final thoughts' and try to focus them into an actual realised effect, rather than just creating multi-coloured rabbits who burst into fire and smoke when you say the word "elephant".

In Rel'Whenderfel, the Humid lands of the East continent, they have an amaxingly colour filled festival where the magi dress up in bright colours, skull motifs and cast off illusions and fireworks all night. Ending with a grand finali, where the magi try to cast the most elaborate 'big bang' firework they can. They tend to expend all their magic, and sometimes the magic gets mixed up and non-illusionary effects change the landscape, but by weeks end most things are put right and every agrees they had fun running away from the bull-eels and old man McGee was dying anyway..