07-04-2021, 03:24 PM | #11 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Resurrection implications
I king of think this will lead to complementary spells/function. Something like a scroll of entombment with a help beacon attached, preserve the body and hope help arrives to recover/resurrect.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
07-06-2021, 10:33 AM | #12 |
Join Date: Sep 2007
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Re: Resurrection implications
Splitting the difference a little bit and paying some degree of attention to the wider world that DF really doesn't worry about by default, I would describe the Resurrection spell as available but not necessarily reliable.
It is a divine spell, which means that gods and their capriciousness are involved. For whatever reason, adventurers are perhaps shockingly able to be resurrected reliably. Rulers and Kings and whatnot, not so much. Maybe the gods really like the souls of the nobility and aren't keen on letting them out of the afterlife. And I also like the extreme sports loophole in that the divine powers tend to keep those that do dumb things. There are more reasons for a resurrection to NOT work than there are for it to go off successfully, ranging from the mundane to the divine and for some reason delvers just hit that sweet spot of purpose and circumstance that checks all the ok-to-resurrect boxes. That means that securing the extra mcguffins to ensure a resurrection spell succeeds for some important so-and-so is a fantastic quest hook. Resurrection is available, but it's not reliable UNLESS some scrappy adventurers go out and do some deeds and acquire some things so make it so. |
07-06-2021, 10:35 AM | #13 | |
Join Date: Jan 2006
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Re: Resurrection implications
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The social consequences of this probably re-enforce divine right and aristocracy, and this is how I've run it when I bothered with social modeling in FRPGs. The king is old (because the last king lived a long time), but is packed solid with scads of buffs and protections at all times. The upper nobility are the same, but less so, the lower nobles and upper class are still way better off than you are, what there is of the middle class often has to choose between "saving grandma by selling everything" and "let her die to keep our position", and the poor get whatever charity they are deemed worthy of, plus herbs and quackery. |
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07-06-2021, 10:38 AM | #14 |
Join Date: Sep 2007
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Re: Resurrection implications
Lich-kings are definitely a thing
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07-06-2021, 07:25 PM | #15 | |||
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Resurrection implications
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But of course! |
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07-08-2021, 04:43 PM | #16 |
Join Date: May 2005
Location: Oz
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Re: Resurrection implications
I ran a D&D 3 campaign once in which many churches still had a bier of raise dead (/1 pey day) and most cathedrals still had a bier of True Resurrection (/3 per day), and coming back from death was pretty cheap. The death penalty was considered a hefty fine (worse if you were lower-class, a doddle of you were in good with a bishop or the dean of a cathedral chapter), and for worse crimes (e.g. treason) your family weren’t given the body back. A lot of parish churches had items of cure disease and healing to deal cheaply with sickness and accidental injuries.
Spell services provided by magical items were very cheap in D&D 3 at any reasonable load factor and discount rate, and my players considered the campaign a parody. Until the vampire knights.
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Decay is inherent in all composite things. Nod head. Get treat. |
07-08-2021, 05:26 PM | #17 |
Join Date: Sep 2006
Location: Seattle, Washington, USA
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Re: Resurrection implications
In the campaign I'm currently playing in, resurrection is possible, but must be performed by a Cleric of the god (or pantheon, if appropriate) the deceased worshiped. Clerics of other gods will refuse to perform the ritual (and they have ways to check). Among the gods, resurrecting non-followers is viewed as something similar to poaching- which isn't to say it never happens, but it's not a thing done lightly.
It makes religion a bit more of a roleplaying consideration than has been typical in the games I've played in. I'm enjoying it.
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07-08-2021, 05:55 PM | #18 | ||
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Resurrection implications
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07-13-2021, 04:19 AM | #19 |
Join Date: Jun 2010
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Re: Resurrection implications
You could have it that resurrecting the dead is seen as very tacky. Not a sin or a crime, but more of a "please don't". Adventurers are already operate outside of social norms (if they are the average play group), so resurrections could be quite rare on top of the expense.
It might also be that most people just don't want to come back. After crossing that threshold from this vale of tears, the soul might feel like they want to stay, their work done. Or they went the other way and Hell doesn't want to give them up. |
07-13-2021, 09:18 AM | #20 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Resurrection implications
Also look at the economics. Delvers aren't the world. They aren't even much like the world. For this, I need to whip out some GURPS:
At TL Olden Tymes, $15,000 is 15× starting money. It's the equivalent of $300,000 today, paid cash up front. It's a little like, "Oh, let's just buy a house for cash." Your trusted attorney walks into the megachurch, approaches the minister with perfect teeth, hands over a briefcase packed 3×10 with stacks of hundreds, and says, "Bring back da boss." Looking at it another way, if you assume TL Olden Tymes is mostly TL3, the gaps between typical monthly pay at each Wealth level and monthly cost of living at the associated Status level – or what you can spend after what you must spend – are:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
Tags |
death, resurrection, world building |
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