[RPG] Running a D&D game in the afterlife

campaign-developmentdnd-5eforgotten-realmsplanescape

No, I'm not referring to suggestions about playing D&D after I die.

I'm referring to playing a D&D campaign with a plot centered on the afterlife. Particularly, the concept of a petitioner in Planescape/Forgotten Realms. (Warning: Rilmani is an amazing planar time sink.)

This has a few promising perks:

  1. Petitioners don't remember their former lives. This is the perfect background for classic Amnesia-style tropes and an easy way to bring the PCs together.
  2. Petitioners usually have similar alignments and beliefs. This also is an easy way to bring PCs together.
  3. Adventuring in the afterlife would be quite unique and interesting.

That said, I have a couple of problems.

As the article hints at, how do I make amnesiac PCs in an afterlife scenario have sufficient motivation to pursue a plot? After all, they are already in heaven…what more can you want?

Are there any obvious alterations that must be made to the game rules in an afterlife scenario that I should be aware of?

I'm planning to use D&D 5e. Also, the party, plane, and their deity will be good-aligned.

Best Answer

That article doesn't come out and say it, but the ultimate goal of petitioners is to become their deity. Sort of, anyway. See, a petitioner who dies faithfully following their deities' precepts loses their memories, like you've read; What you haven't read is that the memory-less soul that's left has the sole goal of pursuing that deities' philosophy. Eventually, the petitioner comes to understand, embrace and embody that philosophy so completely that they think about and react to things exactly the same way their deity would - and that's the point at which they merge into them.

This means that petitioners of the same Power all have a simple and easy-to-understand goal, and only differ in what they're "missing" to reach it. You could say there's just one question you have to yourself about each player character to determine whether they'll have a motivation to pick up your plot hooks: "Will doing this bring her closer to who she's trying to become?"

You're therefore going to want to pick a Power for the PCs who is broad enough to support a wide variety of classes while still allowing all the PCs to gradually progress towards the same kind of personal ideal. That ideal also has to be compatible with adventuring, so something like a deity of protection or community might be a good bet.

When petitioners go in the dead-book, they're deader-than-dead. As in, the bashers are gone. Forever. No way to bring 'em back. If they're still on the plane they went to when they died, they merge with their deity or plane a little ahead of schedule; If they're on any other plane, the poor sods cease to exist. Oblivion embraces 'em, and whatnot. In other words, no matter what plane a petitioner is on when it shuffles off the post-mortal coil, raise dead and resurrection are off the table.

You might want to modify that for your campaign, or you might not. It's something to think about.

Other than that, the only special rules changes relevant to running an afterlife game are the standard Planescape ones, and rather too extensive to replicate here. They mostly affect magic items and spell casters.