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	<title>Comments on: Funerals in games</title>
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		<title>By: Katana_Geldar</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-8627</link>
		<dc:creator>Katana_Geldar</dc:creator>
		<pubDate>Tue, 19 Jan 2010 04:33:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-8627</guid>
		<description>Yes, I have had a funeral in my game, it was the ending of the campaign and on board a ship inside a nebula. 

Of course, as it was Star Wars I had John Williams playing, the ending music of The Empire Strikes back. There&#039;s also no ressurections

The player&#039;s body, I had the players say a few words about the character and what they had done before the body was launched into space and floated away.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8627&#039;,&#039;Katana_Geldar&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Yes, I have had a funeral in my game, it was the ending of the campaign and on board a ship inside a nebula. </p>
<p>Of course, as it was Star Wars I had John Williams playing, the ending music of The Empire Strikes back. There&#8217;s also no ressurections</p>
<p>The player&#8217;s body, I had the players say a few words about the character and what they had done before the body was launched into space and floated away.
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		<title>By: toriel</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2429</link>
		<dc:creator>toriel</dc:creator>
		<pubDate>Wed, 24 Sep 2008 19:16:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2429</guid>
		<description>I don&#039;t know if any of you have read the Sandman comics but one of Mr. Gaiman&#039;s creations in it I find fascinating and have always looked at a way to insert it in a campaign.

It is a big city called the Necropolis Litharge where the population are undertakers. They make it their job to learn the funeral rites of a multitude of peoples and worlds. This means that people from all over the &quot;multiverse&quot; bring their dead to them and the people from the necropolis will hold the last rites, rituals or other ceremony (embalming or special treatment of the body included) appropriate to their religion or customs.

Since they only offer a service, they do not produce goods and ask in exchange some offering of food, money, clothing etc.

I have always found it a very cool place where interesting things could happen. Of course, the one in a fantasy world does not have to cover multiple planes but could simply work for the whole prime material plane.

It also raises questions of warring races or factions. Do creatures that hate each other uphold the peace if they meet there? Is there something that forces the peace? In D&amp;D 4th, maybe the Raven Queen punishes severely those who disturb the peace in such a place.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2429&#039;,&#039;toriel&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know if any of you have read the Sandman comics but one of Mr. Gaiman&#8217;s creations in it I find fascinating and have always looked at a way to insert it in a campaign.</p>
<p>It is a big city called the Necropolis Litharge where the population are undertakers. They make it their job to learn the funeral rites of a multitude of peoples and worlds. This means that people from all over the &#8220;multiverse&#8221; bring their dead to them and the people from the necropolis will hold the last rites, rituals or other ceremony (embalming or special treatment of the body included) appropriate to their religion or customs.</p>
<p>Since they only offer a service, they do not produce goods and ask in exchange some offering of food, money, clothing etc.</p>
<p>I have always found it a very cool place where interesting things could happen. Of course, the one in a fantasy world does not have to cover multiple planes but could simply work for the whole prime material plane.</p>
<p>It also raises questions of warring races or factions. Do creatures that hate each other uphold the peace if they meet there? Is there something that forces the peace? In D&amp;D 4th, maybe the Raven Queen punishes severely those who disturb the peace in such a place.
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		<title>By: DocRyder</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2245</link>
		<dc:creator>DocRyder</dc:creator>
		<pubDate>Fri, 12 Sep 2008 01:43:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2245</guid>
		<description>I didn&#039;t use a funeral so much as a character death to move my plot, and make an Edition transition. When the 3.0 to 3.5 transition happened, the ranger in my game got killed (not on purpose). I used her passage to her god&#039;s realm to shift her mindset subtly (to account for skill changes and combat changes) as well as to give the player an allegorical dream that was basically a lot of hints about the campaign before she was raised. Sadly, the campaign died a couple of episodes after she was raised, but I still pat myself on the back for how I used the unfortunate situation and make it move my story forward.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2245&#039;,&#039;DocRyder&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I didn&#8217;t use a funeral so much as a character death to move my plot, and make an Edition transition. When the 3.0 to 3.5 transition happened, the ranger in my game got killed (not on purpose). I used her passage to her god&#8217;s realm to shift her mindset subtly (to account for skill changes and combat changes) as well as to give the player an allegorical dream that was basically a lot of hints about the campaign before she was raised. Sadly, the campaign died a couple of episodes after she was raised, but I still pat myself on the back for how I used the unfortunate situation and make it move my story forward.
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2205</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Tue, 09 Sep 2008 03:16:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2205</guid>
		<description>I&#039;m starting my next game with the death/disappearance of the town&#039;s former heroes. I keep going back and forth on whether or not I want a funeral. The town&#039;s ethos is that the only way to survive is to forget the past and go on to the future, especially since death is so common there. (It&#039;s a post-apocalyptic setting.) On the other hand, I can see them doing some sort of &#039;celebration of life&#039; type thing, because they&#039;re all modern people who understand the grieving is a required part of the healing process. It seems strange to just regress understanding of psychology back hundreds of years simply because everything got blown up.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2205&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m starting my next game with the death/disappearance of the town&#8217;s former heroes. I keep going back and forth on whether or not I want a funeral. The town&#8217;s ethos is that the only way to survive is to forget the past and go on to the future, especially since death is so common there. (It&#8217;s a post-apocalyptic setting.) On the other hand, I can see them doing some sort of &#8216;celebration of life&#8217; type thing, because they&#8217;re all modern people who understand the grieving is a required part of the healing process. It seems strange to just regress understanding of psychology back hundreds of years simply because everything got blown up.
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2202</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Tue, 09 Sep 2008 02:29:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2202</guid>
		<description>I&#039;ve always wanted to use a funeral as a hook to bring a party together if the players don&#039;t come up with one of their own: a local hero dies, and each of the PCs has his own reason for coming to honor her. Then Something Happens, either at the ceremony or at the graveyard, and the PCs need to band together to do something about it.

(This is also a test to see if I&#039;m free of the spam trap. Edit: Huzzah! Looks that way! Stupid firewall.)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2202&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always wanted to use a funeral as a hook to bring a party together if the players don&#8217;t come up with one of their own: a local hero dies, and each of the PCs has his own reason for coming to honor her. Then Something Happens, either at the ceremony or at the graveyard, and the PCs need to band together to do something about it.</p>
<p>(This is also a test to see if I&#8217;m free of the spam trap. Edit: Huzzah! Looks that way! Stupid firewall.)
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2200</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Mon, 08 Sep 2008 22:57:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2200</guid>
		<description>Qwillion: If your community hates raise dead, then removing the citizenship of raised people makes sense. I don&#039;t know about treating you as undead (since that&#039;ll have you burying the PCs), but second class status, &quot;guest taxes&quot;, and the like would all sting while allowing the game to continue. Interesting idea.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2200&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Qwillion: If your community hates raise dead, then removing the citizenship of raised people makes sense. I don&#8217;t know about treating you as undead (since that&#8217;ll have you burying the PCs), but second class status, &#8220;guest taxes&#8221;, and the like would all sting while allowing the game to continue. Interesting idea.
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		<title>By: Qwilion</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2196</link>
		<dc:creator>Qwilion</dc:creator>
		<pubDate>Mon, 08 Sep 2008 18:26:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2196</guid>
		<description>This was a really great post. 

Playing Arcana Evolved I have a great deal of ritual in my home game, this cemented the fact that when a major npc dies my players will have to attend the funeral and preform the eulogy. 

I love the grim reaper idea! (good call)

I have often thought of a community that had religious precepts against raise dead, and likely they would have legal ones as well, you are no longer a citizen you have no rights and they treat you just like you were one of the undead, with thier turning power actaully effecting the raised or ressurected character (using the planescape ideal that religion is based on belief, and belief creates reality). Nice place to visit would not want to be reborn there. 

also if your playing 3.0 or 3.5 don&#039;t forget reincarnation; all I can think of is the scene with Nordwick from Gamers 2. Let the PC try to convice the tax collecter that he is the same guy and has already paid his taxes. 

Because undead are a community problem, the goverment of my game gets involved in all death rites, regulating what must be done. The local graveyard (necropolis) is desinged to stop undead for being created and if they are created to keep them trapped in the graveyard.

I have done the reading of the will, it is a very good starting point for a game. I have also enjoyed the inheratice hooks: my players found a very dangerous room with a Living Wall (2.0 MC) in thier new house, they closed it off, bricked it up and put a big sign: Do Not Enter.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2196&#039;,&#039;Qwilion&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This was a really great post. </p>
<p>Playing Arcana Evolved I have a great deal of ritual in my home game, this cemented the fact that when a major npc dies my players will have to attend the funeral and preform the eulogy. </p>
<p>I love the grim reaper idea! (good call)</p>
<p>I have often thought of a community that had religious precepts against raise dead, and likely they would have legal ones as well, you are no longer a citizen you have no rights and they treat you just like you were one of the undead, with thier turning power actaully effecting the raised or ressurected character (using the planescape ideal that religion is based on belief, and belief creates reality). Nice place to visit would not want to be reborn there. </p>
<p>also if your playing 3.0 or 3.5 don&#8217;t forget reincarnation; all I can think of is the scene with Nordwick from Gamers 2. Let the PC try to convice the tax collecter that he is the same guy and has already paid his taxes. </p>
<p>Because undead are a community problem, the goverment of my game gets involved in all death rites, regulating what must be done. The local graveyard (necropolis) is desinged to stop undead for being created and if they are created to keep them trapped in the graveyard.</p>
<p>I have done the reading of the will, it is a very good starting point for a game. I have also enjoyed the inheratice hooks: my players found a very dangerous room with a Living Wall (2.0 MC) in thier new house, they closed it off, bricked it up and put a big sign: Do Not Enter.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2192</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Mon, 08 Sep 2008 15:39:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2192</guid>
		<description>Dasis: I like the tension of three strikes, but if your players never get below a strike, I could see reducing it to two or one strikes on successive raises. That would certainly make it tense. Maybe a quest for the Raven Queen&#039;s church can get her to loosen her grip on your soul and reset you to 3 strikes?

Azmo: Wills are great-- particularly for murder mysteries! I know Shadowrun had a fun supplement, Dunklezahn&#039;s Will, with lots of short adventure ideas funded by the Draco Foundation.

Coolcyclone: That is interesting. I wonder if being raised is enough to be a crisis of faith for her clerics... and what god they migrate to thereafter. Or maybe their experience is enough to convince them to fight to change their faith&#039;s doctrines...

Kurt: I was afraid that statement would be &quot;TMI&quot;, but... I&#039;m a geek and wear it on my sleeve. Everyday events are interesting to imagine translated into games-- you know the core is the same [people gathered and grieving, distribution of goods], but small twists can really make a fantasy world feel coherent.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2192&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Dasis: I like the tension of three strikes, but if your players never get below a strike, I could see reducing it to two or one strikes on successive raises. That would certainly make it tense. Maybe a quest for the Raven Queen&#8217;s church can get her to loosen her grip on your soul and reset you to 3 strikes?</p>
<p>Azmo: Wills are great&#8211; particularly for murder mysteries! I know Shadowrun had a fun supplement, Dunklezahn&#8217;s Will, with lots of short adventure ideas funded by the Draco Foundation.</p>
<p>Coolcyclone: That is interesting. I wonder if being raised is enough to be a crisis of faith for her clerics&#8230; and what god they migrate to thereafter. Or maybe their experience is enough to convince them to fight to change their faith&#8217;s doctrines&#8230;</p>
<p>Kurt: I was afraid that statement would be &#8220;TMI&#8221;, but&#8230; I&#8217;m a geek and wear it on my sleeve. Everyday events are interesting to imagine translated into games&#8211; you know the core is the same [people gathered and grieving, distribution of goods], but small twists can really make a fantasy world feel coherent.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2182</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Sun, 07 Sep 2008 03:54:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2182</guid>
		<description>&lt;i&gt;I attended a funeral this last week, which sparked thoughts about funerals in gaming.&lt;/i&gt;

I&#039;m not sure if I am impressed or embarrassed by this statement. ;)

Cool topic, however.  It makes me wonder what other milestones in life can be effectively used in an RPG.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2182&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><i>I attended a funeral this last week, which sparked thoughts about funerals in gaming.</i></p>
<p>I&#8217;m not sure if I am impressed or embarrassed by this statement. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Cool topic, however.  It makes me wonder what other milestones in life can be effectively used in an RPG.
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		<title>By: coolcyclone2000</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2181</link>
		<dc:creator>coolcyclone2000</dc:creator>
		<pubDate>Sat, 06 Sep 2008 20:20:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2181</guid>
		<description>Another thing that this post got me thinking about:

What happens (in DnD) if you bring back from death a paladin or cleric of the Raven Queen?

Its kind of interesting where you could go from there.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2181&#039;,&#039;coolcyclone2000&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Another thing that this post got me thinking about:</p>
<p>What happens (in DnD) if you bring back from death a paladin or cleric of the Raven Queen?</p>
<p>Its kind of interesting where you could go from there.
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		<title>By: Azmo</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2178</link>
		<dc:creator>Azmo</dc:creator>
		<pubDate>Sat, 06 Sep 2008 00:31:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2178</guid>
		<description>A related story device that I have used (in Mage, Shadowrun and D&amp;D) is the reading of a will. The party comes together (usually a first session or pickup game) to hear the reading. This could be the first time they meet or a good way to bring in new characters. They establish how they knew the deceased and discover they have come to own an old haunted mansion, or building downtown with a secret garage, or a keep with a dungeon below. 

Exploring the environ, coupled with strange visitors and packages can arrive, thus acting as plot hooks for episodic style play. Estranged spouses or relatives can arrive feeling they are owed a cut of the inheritance, Police investigators can knock on the door with questions the party cannot answer.

Depending on story needs, the patron need not even stay dead. Good crossroads for plots.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2178&#039;,&#039;Azmo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>A related story device that I have used (in Mage, Shadowrun and D&amp;D) is the reading of a will. The party comes together (usually a first session or pickup game) to hear the reading. This could be the first time they meet or a good way to bring in new characters. They establish how they knew the deceased and discover they have come to own an old haunted mansion, or building downtown with a secret garage, or a keep with a dungeon below. </p>
<p>Exploring the environ, coupled with strange visitors and packages can arrive, thus acting as plot hooks for episodic style play. Estranged spouses or relatives can arrive feeling they are owed a cut of the inheritance, Police investigators can knock on the door with questions the party cannot answer.</p>
<p>Depending on story needs, the patron need not even stay dead. Good crossroads for plots.
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		<title>By: Dasis</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2175</link>
		<dc:creator>Dasis</dc:creator>
		<pubDate>Fri, 05 Sep 2008 17:51:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2175</guid>
		<description>This post also gave me an idea for my next game, also i dont know if you do 4th but i really like there dying rules with three strikes your out, but the interesting thing you brought to my attention is what if that was you soul recharge limit, if your character dies once and then comes back you lose on of your strikes from the game, thus it is more easy to die.  Recharging the souls limit could be possible with quests that lead the character to a new plateau of life, or understanding of life.  Just a thought to add to the Grim Reaper balance.  But i also want the reduction of penalties, because a game about heroic people should be about taking big risks otherwise you undermine the game.

I think i might add a few goblin funerals just to put my group in that awkward spot.  Very good post.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2175&#039;,&#039;Dasis&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This post also gave me an idea for my next game, also i dont know if you do 4th but i really like there dying rules with three strikes your out, but the interesting thing you brought to my attention is what if that was you soul recharge limit, if your character dies once and then comes back you lose on of your strikes from the game, thus it is more easy to die.  Recharging the souls limit could be possible with quests that lead the character to a new plateau of life, or understanding of life.  Just a thought to add to the Grim Reaper balance.  But i also want the reduction of penalties, because a game about heroic people should be about taking big risks otherwise you undermine the game.</p>
<p>I think i might add a few goblin funerals just to put my group in that awkward spot.  Very good post.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2174</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Fri, 05 Sep 2008 17:24:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2174</guid>
		<description>What&#039;s funny is that I&#039;ve long been a proponent of reducing the penalties for death... which makes for a game that can handle one bad roll easier, but really removes the sting. I like the Grim Reaper haunting PCs who have been raised often Dasis.

Edit: I&#039;m glad you were freed from the spam trap Darth K; that sounds like a great way to shine the light on a neglected part of your character. Sounds like a great excursion.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2174&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>What&#8217;s funny is that I&#8217;ve long been a proponent of reducing the penalties for death&#8230; which makes for a game that can handle one bad roll easier, but really removes the sting. I like the Grim Reaper haunting PCs who have been raised often Dasis.</p>
<p>Edit: I&#8217;m glad you were freed from the spam trap Darth K; that sounds like a great way to shine the light on a neglected part of your character. Sounds like a great excursion.
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		<title>By: Dasis</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2172</link>
		<dc:creator>Dasis</dc:creator>
		<pubDate>Fri, 05 Sep 2008 17:02:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2172</guid>
		<description>You gave me an idea for how to appoach death in a game setting, like you said, if death means nothing then whats the point, i thought what if once you cheat death once the Grim Reaper has a % chance of coming after the character to keep him dead for good.  It would make of an interesting encounter in characters lives. Thus you can cheat death but not forever.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2172&#039;,&#039;Dasis&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>You gave me an idea for how to appoach death in a game setting, like you said, if death means nothing then whats the point, i thought what if once you cheat death once the Grim Reaper has a % chance of coming after the character to keep him dead for good.  It would make of an interesting encounter in characters lives. Thus you can cheat death but not forever.
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/gming-advice/funerals-in-game/comment-page-1#comment-2168</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Fri, 05 Sep 2008 15:19:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1076#comment-2168</guid>
		<description>Since one of my PCs derived her psionic power from her faith in Silvanus, a facet of her character that never got much screen time in-session, I used her death and subsequent resurrection as the basis for an afterlife excursion which reestablished her divine focus, and set her on the path to romancing an NPC she&#039;d fancied.

http://darthkrzysztof.blogspot.com/2007/10/deep-forest.html&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2168&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Since one of my PCs derived her psionic power from her faith in Silvanus, a facet of her character that never got much screen time in-session, I used her death and subsequent resurrection as the basis for an afterlife excursion which reestablished her divine focus, and set her on the path to romancing an NPC she&#8217;d fancied.</p>
<p><a href="http://darthkrzysztof.blogspot.com/2007/10/deep-forest.html" rel="nofollow">http://darthkrzysztof.blogspot.com/2007/10/deep-forest.html</a>
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