[RPG] What happens when player characters die

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I'm quite new to role playing games; I've got about 10 sessions of experience. I'm interested in the role of game master, and I've tried an introduction game where everything is pretty much set up for me, I just had to do the storytelling and some easy decision making.

What does it mean for a PC to die? In terms of what happens in and out of the game when it happens, I'm not sure what "death" is.

For example, do you lose your character? Do you just lose all your character's items? Do you personally get removed from the game (I guess that's silly)? Do you simply lose some of your character's XP? Does your character get teleported to HQ to respawn?

Some of these sound like players might not fear them enough to be careful with their characters. The games I've read (I'm setting up for All Flesh Must Be Eaten) just say that the PC dies, but assumes that I know what that means. There are so many different ways that "death" can be done in games that it's not obvious what "you died" means for the PC as a game-piece.

I intend on playing a whole campaign (not one-shot sessions) where players can evolve, and I don't know how to implement death so that it matters but isn't frustrating. Right now they don't want to die obviously, but as soon as it happens I want the consequences to be sufficiently harsh so they're really careful, but not too harsh for them to stop enjoying the game. I know losing is a part of the game though, so I'm trying to find a balance here, and the only solution I came up with is: here, start another character and I'll introduce you into the story, you lost all your XP, maybe your items if the other players got the chance to loot you.

But I don't know what's normal or reasonable in RPGs in the first place, so I'm just making stabs in the dark at what death is supposed to mean in an RPG. When a game doesn't explain what “death” means, what is that supposed to mean?

Best Answer

In AFMBE, as in most traditional RPGs, character death means "that character is dead and that's it. The player can generate another character now if they want."

AFMBE, also like most RPGs, assume a somewhat realistic world so video gamey things like "and the new character gets the old character's gear" is not a thing. New characters don't remember things the old one does or get things they had, they're a new person who was out there in the world and has now come on the scene. The old character was a person in the fictional world, they're dead, so except for police inquest and burial that's the end of their direct participation in the story. (They might come back as a zombie, though that's technically a GM-controlled NPC - although it can be entertaining to let a player play their zombified corpse attacking their former friends to blow off some steam and give them something to do prior to new-character introduction time.)

The player of the dead character would generate a new character based on the rules. You as the GM could allow them extra advancement and/or gear beyond a normal base character if needed in your judgement. Then you would introduce the new character at a point that makes sense in your story, ideally in a way that allows the existing characters to take them into their circle without relying on "well the players know they're a new PC so they may as well suddenly be best friends with this guy they just met." This can be during the existing session, at the start of the next session, whatever works for your group. In the end, everything should seem like a progression of events that makes sense for real life (or at least a movie version thereof).

That's for campaign games - in one shot games, often once your character dies that's it, you chill and watch the others till they all die too.

Of course you can implement any alternative way of handling character death, but this is the core assumption of what death means that drives every trad RPG.