Da Dungeon World SRD, silva:
After Death
Being an adventurer isn’t easy—it’s cold nights in the wild and sharp swords and monsters. Sooner or later, you’re going to make that long walk to the Black Gates and give up the ghost. That doesn’t mean you have to give it the satisfaction of sticking around. Death, in its way, is just another challenge to conquer. Even dead adventurers can rise again.
If your character dies you can ask the GM and the other players to try and resurrect you. The GM will tell them what it will cost to return your poor, dead character to life. If you fulfill the GM’s conditions the character is returned to life. The Resurrection spell is a special case of this: the magic of the spell gives you an easier way to get a companion back, but the GM still has a say.
No matter the prospects of resurrection for now you make a new character. Maybe a hireling becomes a full-fledged adventurer worthy of a whole share and a part in the real action. Maybe the characters in the party find a new friend in a steading, willing to join them. Maybe your character had a vengeful family member who now seeks to take up their blades and spells to make right what happened. In any case, make your new character as you normally would at level 1. If your original character returns to life you can play either character, switching between them as you please (so long as it makes sense).
GM, when you tell the players what needs to be done to bring their comrade back, don’t feel like it has to derail the flow of the current game. Weave it in to what you know of the world. This is a great opportunity to change focus or introduce an element you’ve been waiting to show off. Don’t feel, either, that it has to be some great and epic quest. If the character died at the end of a goblin pike, maybe all it takes is an awkward walk home and a few thousand gold pieces donated to a local temple. Think about the ramifications of such a charitable act and how it might affect the world. Remember: Death never forgets a soul stolen from his real
@Firejay, excelente post! Não fazia ideia de como isso poderia ser previsto pelo design do jogo.
Como o RPG é um jogo cooperativo, acho que dentro do que foi dito, o Player Elimination é sim um risco a ser gerenciado. Acredito que a morte de um PC é uma perda do grupo e a ressurreição não é (para mim) a melhor proposta para se lidar com isso.
Uma coisa do Fate, por exemplo, é que quando um personagem esgota sua Fadiga e Consequências o personagem é tido como "fora da cena" e o grupo decide em conjunto qual a melhor maneira de lidar com o destino do personagem. Aceitar esse destino, inclusive, concede ao personagem um ponto de destino.
Então, só porque o personagem sofreu um dano massivo ou foi extremamente prejudicado, isso não infere em uma morte instantanea. O Fate se preocupa em emular uma boa história e não possui uma regra específica para a morte. Ou, pelo menos, a derrota completa do personagem em um conflito não infere em uma morte se isso não fizer sentido na história.
Vejam a sessão "Conceding the conflict" no SRD do Fate, logo abaixo:
http://fate-srd.com/fate-core/conflicts (http://fate-srd.com/fate-core/conflicts)
Transcrevo aqui o tópico específico sobre a morte de PCs:
So, if you think about it, there’s not a whole lot keeping someone from saying, after taking you out, that your character dies. If you’re talking about a physical conflict where people are using nasty sharp weapons, it certainly seems reasonable that one possible outcome of defeat is your character getting killed.
In practice, though, this assumption might be pretty controversial depending on what kind of group you’re in. Some people think that character death should always be on the table, if the rules allow it—if that’s how the dice fall, then so be it.
Others are more circumspect, and consider it very damaging to their fun if they lose a character upon whom they’ve invested hours and hours of gameplay, just because someone spent a lot of fate points or their die rolls were particularly unlucky.
The latter approach is recommended, mainly for the following reason: most of the time, sudden character death is a pretty boring outcome when compared to putting the character through hell. On top of that, all the story threads that character was connected to just kind of stall with no resolution, and you have to expend a bunch of effort and time figuring out how to get a new character into play mid-stride.
That doesn’t mean there’s no room for character death in the game, however. It is recommended that you save that possibility for conflicts that are extremely pivotal, dramatic, and meaningful for that character—in other words, conflicts in which that character would knowingly and willingly risk dying in order to win. Players and GMs, if you’ve got the feeling that you’re in that kind of conflict, talk it out when you’re setting the scene and see how people feel.
At the very least, even if you’re in a hardcore group that invites the potential for character death on any taken out result, make sure that you telegraph the opponent’s lethal intent. GMs, this is especially important for you, so the players will know which NPCs really mean business, and can concede to keep their characters alive if need be.
Sem querer virar fanboy de Fate mas essa é a melhor maneira que eu vi para lidar com a derrota do personagem. A morte é colocada na mesa apenas se ela for saudável para a história. Pode parecer meio utópico, mas quando a decisão é tomada em conjunto (e não depende só do GM), boas ideias são montadas.
Além disso, conforme destacado acima, eu acho muito mais proveitoso colocar o personagem passando um perrengue desgraçado do que matá-lo logo de cara.