Many RPGs simply assume that most groups, and most campaigns, approach PC death in the same way. “PCs can die, and when they do, it’s final” is certainly a common paradigm.

But there are lots of different ways to address player character death. Here’s a list of 8 different approaches.

This post isn’t about how you, as a GM, should handle the death of a PC in your campaign. The Player Character Death Survey takes a look at that topic.

Instead, I’d like to look at the ways that different RPGs incorporate PC death into their rules, and use that as a springboard for discussion about what kinds of assumptions (implicit and explicit) are involved.

8 Ways That RPGs Address PC Death

• PC death is final. Period. Common to many RPGs that focus on realism, like Twilight: 2000.

• Player character death is usually final, but there are ways to come back. Offhand, I can’t think of a game that uses this approach. What am I forgetting?

• PCs can die, but they can usually come back. D&D exemplifies this approach, until you hit higher levels (see below for what happens then).

• The PCs can die, but they always come back. At high levels, D&D can be like this.

• PC death is final, but there are plenty of ways to cheat death. d20 Modern uses Action Points to accomplish this — they’re not 100% guaranteed to save your butt, but they can. I think Buffy has rules like this, too.

• Death is final, but PCs have 100% effective ways to avoid dying. Warhammer Fantasy Roleplay (at least in 1st edition) PCs have Fate Points, which can be spent to avoid death — not have a chance to avoid it, but simply to do so.

• PCs are immortal. The 2nd edition of Mummy (not the standalone 3rd edition) featured immortal PCs, although there were some limitations.

• A PC can only die when the player wants them too. Primetime Adventures, which aims to emulate TV shows, uses this approach.

Two things surprise me about this list. I prepared it off the cuff, and yet after the first couple of items it was clear to me that there’s a continuum under the hood, progressing from very low player control to very high player control.

The other thing that surprises me is that I could only think of 8 approaches. Are there really that few, or (more likely) am I forgetting some? Past lists point to my having forgotten at least a couple. (Edit: Yep, I forgot plenty — see below!)

I’m not surprised that most RPGs I can think of fall in the top half of the list. Putting death on the line is a simple, effective way to encourage (if not ensure) that your players are invested in the game. The top few approaches are also the most traditional, largely because of D&D’s dominance of the hobby.

Do you agree with my assessment that the PC death continuum (also a punk band, appearing soon at a bar near you!) progresses from near-zero control to full control? And what does that imply about the games that opt for certain approaches?

Update: Your comments below helped to flesh out this list, which is now quite a bit longer. Here’s the new stuff:

• Death is final, but you have a finite number of clones. Paranoia is the most famous example, but Car Wars and Shadowrun both feature something similar. (Thanks, Crazy Jerome!)

• Death has no real impact on the PC’s effect on the game. As seen in Capes, where dead PCs can be brought back freely, used as memory-PCs, etc. (Thanks, 1of3!)

• Easy come, easy go. In Universalis, it’s easy to kill a PC but equally easy to bring them back. (Thanks, Scott M.!)

• The dead PC’s abilities all transfer to the player’s next PC. A variation of this appears in Dogs in the Vineyard. (Thanks, Jerry Stratton!)

• Dying turns the PC into a new type of character (zombie, spirit, etc.). Possible in many games, but incorporated into the rules in Witchcraft. (Thanks, Walt C.!)