Looking at Sean Winslow  and his very cool stuff for Torchbearer, I’m kind of surprised that no enterprising techie…

Looking at Sean Winslow  and his very cool stuff for Torchbearer, I’m kind of surprised that no enterprising techie…

Looking at Sean Winslow  and his very cool stuff for Torchbearer, I’m kind of surprised that no enterprising techie hasn’t written an algorithm that auto-generates Campaign Fronts, dangers, Grim Portents and Impending Dooms.  Like an awesome computer generated Mad-Lib for campaign and adventure ideas.

Heck, I’d take a program of auto-generating steadings and resolving steading conflicts as well…

What is it about table-top RPG’s that all them still have character death as a viable game option where CRPG’s have…

What is it about table-top RPG’s that all them still have character death as a viable game option where CRPG’s have…

What is it about table-top RPG’s that all them still have character death as a viable game option where CRPG’s have long since abandoned any possibilty of character death?  DW addresses this conundrum (well) with the last breath rule which is a tacit acknowledgment that players have long since abandoned the rogue-like mentality of yore.  Any thoughts?  Have player’s characters actually died in your campaigns?  Any TPKs?

There seems to be a struggle between verisimilitude and agreement that player’s characters are protagonists in a narrative arc the group wants told.

Beyond last breath.  Failure in DW (if ‘death’ is seen as a type of player failure) can be an Impending Doom coming to pass.  The players’ characters, instead of dying (say in a TPK) could find themselves in a world where they must work to rectify the quest they previously failed at completing.  That is also a price of failure that does not mean tearing up a character sheet, but is as permanent as doing so.