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Dicas & Ideias / Re:Morte de PCs - parte 2
« Online: Dezembro 11, 2013, 06:21:09 pm »
Da Dungeon World SRD, silva:
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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
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