Lethality in games
Some games are harder than others. The difference between Call of Cthulhu and any level above 1 in D&D is quite the difference. D&D has up to 3 failed saving throws before someone dies, but one failed CON check in Cthulhu, or damage more than your max in one go, is death - no ifs, ands or buts.
So how do you introduce to the idea of lethality to players? Especially those who are familiar with the more 'lenient' systems.
There's a couple things I have tried recently to help introduce players to some of the more 'hardcore' games we play. This is some of the things I have tried so far:
- Telling them before the game/ during a session 0 where we build characters that we may expect player character death.
- Having NPCs take the first, ultimately lethal, hit.
- Having the dangerous opponent built up to emphasis their dangerousness.
- Telling players they feel it may be impossible to deal with the threat at hand.
Why is this important to me
So why do I bother telling people this stuff instead of surprising them? Well, especially where an instant death could happen, it's not any fun for players to have their lights turned off when they are expecting to be doing more with their characters. I don't think I've had a game where a light warning of a game's lethality negatively impacted it.
For me, players should be given an indication of what to expect in a game so they can make the most informed decisions. People play D&D for the power fantasy, and can take ridiculous risks in the strive for fun and adventure - especially as their character's can probably take it. Others play Cthulhu for the investigatory work that most games capitalise on, and wouldn't dare walk up to a group of 3 zombies without expecting to not make it through one round.
As a different example, you wouldn't have controversial content in your game without passing key themes by players. Failing to do this could result in offended players and upset feelings. While PC death might not be as offensive as a game with themes of abuse or extreme violence (such as many of the Kult: Divinity Lost games), a player having their character snatched from them because they took max damage from a seemingly simple enemy could still cause some upset. I feel that's a good enough reason to identify this early on for players so they know what they might be getting themselves in for.
On a separate note, building up the game as unforgiving may inject some tension into moments where players are aware of a looming threat. It's almost like dramatic irony in the theatre, where the audience knows what's going on but the characters don't. Having players be aware of how 'soft' their characters are in the grand scheme of things can build some tension without the GM needing to do all that much. If you wanted to put a little more effort in to build tension, using some of the examples I mentioned earlier like an NPC taking a lethal hit first before the players is a very direct and practical way to make this point as well. I've had games where players (maybe over cautious ones!) were negotiating with each other about who was going to open each door in a home first. This was before any threats or dangers were eluded to, but it shows how players aware of the games they are playing can build their own tension for you.
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