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PC Death

Over at Treasure Tables, there’s a post about describing the death of a PC. The gist of the post is that when a PC bites the dust, it usually comes as a surprise to the GM and the group as a whole, and thus the GM probably has some trouble doing any kind of justice to the character’s death when put on the spot. Now, I’ve never actually killed a PC (though I’ve killed major NPC allies before, both intentionally and not), so I can’t really speak from experience on this issue. I do know what I’d probably do in that situation though. I’d let the player handle it.

My reasoning is thus. As the GM, I have a strong connection to and investment in the world, the supporting cast, the allies of the PCs, and the villains, since they’re all under my control and, in many cases, I’ve created them all by hand. When something major and dramatic happens to an important NPC or group or feature of the setting, chances are I can do it some kind of justice in describing its demise because of that connection and investment. The thing is, while I might like the PCs, and while I may be secretly rooting for them to win, I don’t have that same connection with them because I didn’t create them and they aren’t under my control. I’m not invested in the PCs. The players are. Especially if a player has been playing a character for a while, he/she is invested in that character and likely thinks about that character a great deal more than I do. A player often knows how his/her character will behave in a given situation, what that character wants out of life, what his/her hopes and fears are. The player may even have given some thought as to how he/she wants the character to die eventually (or even how the character wants do die).

Given that the player has a much stronger connection to the character, why not capitalize on that when it counts? A PC’s death is arguably one of the most important things that will ever happen to that character. It only seems right that the player should be able to decide how that happens. Obviously the circumstances surrounding the PC’s death will color the description somewhat, but I’d much rather let the player have that moment than take it away and make a mess out of it. It might even make the death of a well-loved PC easier to take.

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