[RPG] Are there rules for role-playing in the afterlife

dnd-5eplanes

I want to run a short campaign that starts with the dead PCs' souls adventuring in the afterlife in Kelemvor's realm. Are there rules already for this? If not, what adjustments must I make to the rules for the PCs being dead when the campaign begins?

Best Answer

I have done this in 3.x extensively and, for reasons that will become apparent, I think the situation is similar. There are two funadamentally distinct ways to handle it that I have used, and both are appropriate for 5e play. Ultimately, the difference comes down to whether PCs are basically unchanged by death and the formation of outsiders (that is, the inhabitants of the outer planes who are formed from mortal spirits) from souls occurs very slowly over time or perhaps only by certain rituals or something, or whether that transformation is essentially immediate-- the dead quickly taking on the least form of the beings appropriate to their alignment and losing most of the abilities they had in life.

5e doesn't come down on which of these you should do. The DMG planar section is full of optional rules for outer planes that sometimes talk about planes being full of the 'spirits of the dead', like when discussing the recently deceased booking passage over the river Styx or the inhabitants of Carceri, but also talks about Hades being full of larvae formed from the souls of the dead. The fact these are all optional rules makes it seem to me like they intend you as DM to pick one or the other or a weird mix of both when using the default cosmology.

In any case, these are very different games. In my experience, I usually ran things the first way, where there's not much difference besides a 'dead' tag and a lack of body/soul duality in 3.5, while running things the second way, using the petitioner template, in Pathfinder. The mechanics of such campaigns will be very different from each other in 5e as well, since the differences between player and monster mechanics are very pronounced.

In the dead people don't change version, the game runs pretty much like normal, with a few caveats:

  • Being a single soul/body unit makes certain spells and effects function differently. Consider what you will have happen if a character is killed a second time before they return to life. Remember that things can't suck the character's spirit out of its body any more, or anything like that, instead either not working or leaving no body-missing-a-soul behind.

  • The character's corpses are still important even after death. If they are to be raised, you need to figure out what 'free and willing to return' means, and how the character experiences that. Is a character doing time in Bytopia for public drunkenness 'free'? Is a character currently struggling to escape from the pin of a three-headed guard dog of the underworld 'free'? What about a character whose alignment has been shifted by planar effects? What about a character who's failed a bunch of saves and been turned into a larva? what about a character trapped on Carceri? And then there's the matter of willing, and what sorts of information about the circumstances surrounding the casting the character is aware of, and if they get, like, a pop-up ad for resurrection or a mental query or the magic just figures it out inerrantly or what.

  • Characters of certain classes may have more dire problems. The warlock class, for example, provides several opportunities for a PC to create a character that is really, really dead once they are dead.

  • You'll also want to be ready to apply advantage and disadvantage liberally, in lieau of modifiers in 5th edition's rules paradigm, to account for stuff that's less or more of a problem when somebody's dead.

  • And, of course, be ready for the PCs, once they are high enough level, to go back to the material plane, pick up their bodies, put them on ice in some temple, and resume wandering round as normal adventurers who also happen to be dead. Of particular importantance is deciding what sort of thingy is required to know somebody is dead when you interact with them. Generally, I have people automatically know that, but that's a very 3.x thing and not very 5e-y. You might require a passive Wisdom(Religion) check, or something. In any case, remember that people might not know that before meeting the characters and the characters might very well not tell them, so then you'll need to know if they know or not.

The second method is much further away from normal. In Pathfinder, with the Petitioner template, PCs lose pretty much everything and instead have a very short list of alignment/form-based special abilities, and 2 levels of racial hit dice in Outsider. That puts them on par with first level characters, but weird. For example, they'll have many more skills than a typical first level character, and at higher levels, but vastly inferior combat abilities to any respectably built first level character, as well as no real option to be a spellcaster.

If you are interested in this method, the way to do it in 5e is to have players play monsters instead of player races. Design petitioners for each of the 9 alignments (pay special attention to True Neutral, which will need its own whole deal, cause there's no True Neutral Outer Plane, unless you count the Material Plane itself), give them a special thingy or two each (perhaps using these as inspiration), and have players pick what alignment they had in life. Just as your 12 skill points and one feat helped add in a tiny bit of agency in the 3.X version, consider letting players still pick a background and get the benefits and proficiencies that are a part of that.

There's yet more problems with this method, though, because you then have to decide how the PCs advance. You can either let them add class levels, which I would discourage, or let them evolve into more powerful beings of their alignment, which is okay except for balance issues. In practice, I've only used this method for specific one-shots or short campaigns that focus around ensuring the players will work together for the duration of the arc despite their different alignments being in the forefront all the time.

As for printed 5e material, you'll definitely want to check out the Planes section of the DMG, as well as what few outsider-y monsters have been published so far, pretty much all of which are in the Monster Manual.