[RPG] On Challenging D&D’s Expectations on Death and Wealth accumulation

campaign-settingsdnd-5e

Background

I am planning on running a game in a setting (of my own creation) where there are penalties for improperly handling the bodies and possessions of deceased intelligent creatures. Simply, the way it works is:

  • if the body of an intelligent creature is not properly buried, then the body will likely rise as an undead
  • even if the body is properly buried, if any possessions are taken from the body before it is buried or for some (defined) time after it has been buried, then the body will likely rise as an undead; additionally, the person taking the item will be cursed somehow
    • To be clear about this rule, the item must actually be in the possession of the creature before his death
    • There is a provision where the appropriate god may allow particularly important items to be removed from the body (party member died carrying the key to the door which is the only way out of the dungeon?), but such exceptions wouldn't occur very often

The primary purposes of these rules is to:

  • make death more important
    • if you are a good character and you are faced with killing "the bad guy", you're going think twice about it if it means you have to "properly bury" the body afterwards
  • provide additional role-playing challenges
    • if the person you're considering killing has something you want in his possession, you're going to need to get it away from him without (or before) killing him
  • provide an easy and logical reason for items to have "history"
    • you don't just pick up the weapons of your fallen enemies–they would be buried and become part of your characters' and your enemies' legacies, for someone in the future to search for and find when in need

Personally, I can envision a number of interesting role-playing opportunities that could be created as a direct side-effect of this rule. However, this directly challenges the expectations how many D&D games are run. In my experience, people expect to:

  1. Get quest
  2. Run headlong into dungeon
  3. Kill everything
  4. Take all loot
  5. Never look back

Multi-part Question

  • Is there anything about D&D which makes this kind of settings rule too much of a handicap to a campaign?
    • Am I backing myself into a situation where some adventures will simply be impossible to overcome because there is too much of a penalty for "killing"?
  • What types of issues should I be prepared for? (ex: I'm going to have to come up with other ways of handing out "loot", like stashing more of it in treasure chests, or providing clues about the location of useful treasure that was buried by somebody else in the past.)
  • Is this too unbalancing for Good or Evil?
    • Does this handicap Good more than Evil, or vice versa?
  • Would this be not-fun?
    • If yes, is the idea inherently not-fun, or can this be modified in a way to make it fun?

Note

The first campaign that I run will be with an evil party, so, where possible, this question should be viewed from both "Good" and "Evil" standpoints.

I don't believe that good answers will necessarily need to answer all of the points in the multi-part question above, however, I believe the best answers will.

Best Answer

No, that sounds fun and flavourful. I'm picturing Vikings at the moment because it fits really well, but it would be a neat detail for all kinds of made-up cultures.

There will be published adventures that will go contrary to these expectations, and you'll either have to not use them or spend time adjusting them to fit into your setting better.

The big caveat is that there are player types that this would bring either no positive to the game or actually be a negative. Players who are there to mostly roll dice, have fun with their friends, and unwind without having to really think hard (a totally valid reason to play RPGs) won't work well with this, since that play style relies on using more standard RPG tropes and not thinking too hard about them or the setting's internal consistency. If you have a group like this, or even one player like this, running a game like that will introduce more or less significant friction that you'll have to deal with somehow. (Usually, friction means changing what you're doing, or changing who you're playing with. Sometimes the players adapt, but players are less likely to invest the energy to adapt and that's especially true of the roll-dice-and-unwind type of player.)

A lesser caveat is that you will have to think about how this interacts with the D&D spells that can bring people back to life. Is that an offense against the gods too? Or does properly burying the body permanently ensure the spirit's place in the afterlife and you can't bring them back (and those spells don't work)? If this bit of metaphysics interferes with the (somewhat) common trope of D&D being a game where dying is just an inconvenience, then that will require some adjustments too, either to adventures' difficulty or to your players' expectations, as above. On the plus side, if you and your group are sick of death being merely a speed bump (and enough people do dislike that side effect of D&D's standard spells), then that's a feature! It would be for me.

So long as you have a compatible group and you lay this out up-front – which you should do anyway if this is a major part of the players' characters' culture – this should be fine. Adding a reasonable explanation for where ghosts and ghouls come from is the kind of setting design that a lot of players appreciate. In this particular setup, the players may also come to appreciate that it means their enemies will be reluctant to kill them out of hand, too.

As for wealth considerations, in D&D Next you won't have trouble with wealth. Unlike its two predecessors, it doesn't make wealth required for them to meet an expected power level for their character level, because it has mostly done away with the concept of expected power level. (At least, not as part of the "core" D&D Next rules. Stuff similar to 3e's Wealth By Level or 4e's treasure parcels will probably show up in the modular optional rules.) Your suggestions for how to place "adequate" treasure seem eminently reasonable, where "adequate" in a system that doesn't super-care about wealth is defined by how much treasure you think should be coming the PCs' way in a given span of time.