Discussion about this post

User's avatar
Michael Masberg's avatar

First of all, sorry for your loss. This can be a tough spot. I can fully relate to your situation, but also your player’s situation. We still haven't figured out what to do with our Coriolis game after the campaign finished and some PCs found their end (even as they did on their own terms). For one player, it was all about that character; and that story is told. He is satisfied and has no interest in seeing the future development of the setting through the eyes of a new character. And that's fair.

There is an important distinction between "player-driven" and "character-driven" campaigns that isn't talked about often enough. They have lots in common, but the greatest difference lies in the fate of a character. Both share a lot of engagement in worldbuilding, but with different motivations. In player-driven sandboxes, the players want to explore the setting; characters can (but don't have to) be expandable. In character-driven sandboxes, the players want to explore their characters. Losing a character, especially not on their terms, is the equivalent of watching the whole world burn down without any influence or agency.

I wish you the best and that your campaign gets back on its feet.

Expand full comment
sayswho's avatar

I'll suggest something not found in your linked blog posts. Keep in mind it's just one suggestion, a style of play, that seems absent from your overview, it's not necessarily a specific suggestion for you to implement, but rather just to consider. That suggestion is that you make death more common. To get to the 'why' of that suggestion, let's review a little before progressing.

In the first place, we can categorize games into two categories based on their relationship to death: 1) (the typical mode) is that deaths follow from implementing pre-established rules and processes, and 2) deaths only occur (if they occur at all) with the player's buy in (you could also imagine a 3rd category that deaths occur at GM's whimsy, but I'm going to ignore that possibility for practical reasons).

Given the tone you use to describe your game, and this moment of death, I feel like this particular game is probably better suited for the second mode. But, let's scrap that idea and turn things up to 11!

At least part of the reason (perhaps a large part) of why this death was so painful for your player (and potentially you and your group if he quit playing), is that due to the absence of death, he was not prepared for it. This is where frequent deaths shine. Players must prepare for death, and staying alive becomes an optional (fun) challenge.

Anyways I hope this doesn't come across as too pushy, it's certainly not my goal to criticize your current game, just to offer a different perspective. If you do someday decide to pursue this route, you would be well aided by a confederate player who enjoys taking risks, as this style is something a lot of people don't have their expectations set for, but once you're adapted to it, I think it's great fun.

Expand full comment
6 more comments...

No posts

Ready for more?