Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I personally evaluate #10 as more than a character's death. 

A character can die when his ideals are challenged but unmet, when her core identity as a bowman was shattered when he lost one of her limbs, when her scars allow her to be more of an adventurer than any equipment ever will. 

OSR's lethality isn't from turning characters' HP to zero, it's from the adventurers facing great adversity that will definitely change the way they normally play. 

(+1)

See, I like that sort of thing a lot more! Character death on its own, to me, is usually only desirable if they're either not much of a character, or nothing more interesting in that moment can happen. A character choosing to make a final stand with almost certain death, so that their friends and family can safely escape, or because it's the only thing they can do to uphold their values, that is incredibly interesting (and tragic)!

A character ending up with other great moments of ultimate failure, like the ones you describe, are even better imo! I think those are moments that aren't an "end" per se for a character, unlike death. For me, characters truly end when either boredom hits, or they've overcome their failures and achieved success.

And I don't think "You will die" is a great way to encapsulate that--it strongly implies the opposite. OSR is lethal and therefore adventures should play differently than in a game where challenges are designed to be fair fights! But a game isn't lethal unless characters actually die, I don't think?