6 Comments

Every time I read Skeleton Code Machine I come away with an interesting new way to look at TTRPG design and an excellent book or article to dig into deeper.

I've never thought much about death in games, but this has inspired me to take a harder look at as I design future RPGs. I'm thinking now how to Embedding: Actual death in my game. Maybe some cloning situation. That sounds fun!

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Thank you so much for the kind words!

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I was thinking it was 1c, treating the donated body as an avatar, but yeah, I guess death is avoided for the hero's soul so it's 2a as well? I really am trying to have my cake and eat it :)

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Models are made to be broken! Love it.

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For my 5e game, the heros are souls chosen by the gods to save a dying land. They arrived with no idea who they are, or what they're doing there. Until the first PC death, non of them knew they were inhabiting the bodies of the last true followers of the old religions. Upon dying, they meet the soul of the person who donated the body they've been inhabiting, have a heart to heart, say their goodbyes, then, begin the search for another who's faith is strong enough that they would give up their mortal vessel for the good of the land.

All so I could keep the stakes high around death (if you die in this body, an innocent loses their life), and have it make sense why random folk would suddenly want to fill a slot in an adventuring party.

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Would you consider that to be almost like Type 2A - Death Avoided? It seems like the hero's souls never actually die, and instead they replace the vessel that they are using. Sort of like getting a new mech in BattleTech! :)

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