One of the most interesting times in the life of
a player character is the occasion of his death. Think of the stories you can
tell! After all, there are three distinct activities that go into
playing. There is prep time; there is table time; and then there is the indeterminate
period after a good adventure that lives forever in the retelling.
So that's the first and most important
point: a character death makes for
a great story!
The central bargain of D&D is to risk your
man's life in exchange for riches; to cheat Fate. Everything else is
knuckleballs and sliders. But the four-seam fastball of D&D is: life
and limb versus fame and fortune. If you want to focus on something else, play
a different kind of game in a different genre (totally cool by the way.) If
character death isn't lurking behind the next door, then you're missing a lot
of the tension and therefore fun of D. And if the threat is realistic and
credible, then people (and specifically PCs) are going to die.
So that's the second point: credible danger leads to incredible
thrills.
Finally, if men are dropping left and right, if
you are losing henchmen and even teammates almost every session, then it
follows that making it to mid-levels is a good accomplishment! If you go
into a low-lethality campaign, you can plan to be level 10-12-14 someday. You
just have to show up. But in a high-lethality campaign, actually becoming a
Hero (level 4) is a great accomplishment! You might even decide to retire you
man as a successful former adventurer somewhere in that range, hanging his
Axe +2 over the mantle of his beautiful county house.
So that's the third point: higher lethality makes earning
accomplishments bigger.
So revel in character death. The final chapter
of you man's life will be his finest hour.
P.S. - this is a fantasy world. Death doesn't have to be the end of the
story...!
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