In a previous post I wrote about why (in most cases) we shouldn’t kill characters. This time I would like to concentrate on how to keep players alive, as this is not always easy.

Surrender!

  1. In the previous post I mentioned that you can fudge roles in order to keep the characters alive. Simply, the monster deals less damage then it would deal normally. Or it doesn’t hit the PC, doesn’t matter. There are many views on fudging rolls (and many articles too) so I am not going to discuss it. I think this is ok as long as the players don’t notice. So try not to overuse it.

  2. Ignore rules and/or create house rules to avoid characters death. Usually if, during a game, you say to a player: “It doesn’t matter you are -20 HP. You are still alive.” players react quite nervously. So, creating a house rules is a much better option. Here are some examples:

- Let the players roll three times each round to get stable.

- Allow a player that should die continue fighting until the end of fight. This allows a player to die in glory or save himself with some potions etc.

- A character needs to be -20 or -30 and so on, to die. He simply can survive longer.

 

  1. There is another way somehow connected with the two points above, which is weakening the enemies (before or during the game). Weakened monsters are easier to defeat, so the chance of a PC dieing is much smaller. Moreover I wouldn’t call it cheating (like in point 1) because you simply create monsters PCs encounter. They may be weaker than those in Monster Manual, right?

  2. Being aware of how many hit points characters have is also a great way. You just know when and who you can/should attack etc. If the players are not aware you are keeping track of their hp – even better. Write down players HP and have the note with you during the game, update every time the hit points change.

  3. Reduce the number of fights to the death. Players don’t have to die once they lost a battle! The can be kept imprisoned, got mugged, escape. Thrown into a lair of giant spider (and, eventually leave the lair…). Not killing players makes the world more realistic and can be the beginning of another plot.

  4. Reduce the number of fights. Less fighting equals less deaths. It won’t work in all systems and settings… But it’s always good to try other aspects of RPG, isn’t it?

  5. Unexpected help. A sudden help of NPCs (see this post) or helping players in any other way. Enemies of the enemies can join the fight, kill the opponents and than attack the PCs. A rock can fall down on one of the enemies. Use your imagination…

  6. Made danger more obvious. Players have to know going somewhere is risky. They must be aware that they are risking their lives and the monster they plan to attack is too strong for them. If they leave in peace, they won’t get hurt.

Thanks to Zelgar, as this post was inspired by his comment.