Why did he die, daddy? Copyright (c) 1996-97 Ricardo J. Méndez Other legal blah-blah here. A lot has been written, and rightly so, on the subject of a character's death. That is a moment which comes to each and every character, be it fighting against the hordes of darkness or because of a subtly poisoned meal. The general lore seems to be that characters in Call of Cthulhu HAVE to die, or at least to go insane (which might be even more horrible) to be truthful to the Lovercraft spirit. When reading Mythos fiction I've always been a purist. I never liked Derleth that much, with his almost cute and optimistic endings. He never seemed to be really terrified of all the things that really scared old Howard. And his characters should have been, because things in the Mythos can be deadly indeed, and shouldn't be taken lightly. Besides, Lovercraft characters are tortured by the knowledge, by what they fight, in a most Nieztche-ian spirit. So that was the spirit in which I started playing Call of Cthulhu with my players. The Universe is against them, so they should shudder at the chance of death at almost every step. They should fear every moment and every encounter, since it could be their very last. That's pretty good for the players, and it keeps them on edge. That is a good thing. The problem is what should a keeper do when a real chance of killing a character comes by. And maybe the situation is just plainly stupid: something on the sort of a failed luck roll when taking a bath, slipping on soap and breaking your neck. Well, maybe not that stupid. But things are, players come to you looking for a good time, and not torture. They want to play a game, go adventuring, get the handouts and learn the full story. They most likely won't like the possibility of going crazy in the third of fourteen chapters, or maybe dying just one step away from the final chapter on a quest. But, indeed, things happen to even the bravest, luckiest or meanest investigator. An lucky shot from an enemy can end the brightest career in just one round. And what's a Keeper to do? We must maintain an impartial look at things, and limit ourselves to tell a story without interfering with it. Or do we? KEEPERS AS GODS We Keepers are, in some degree, like gods. Only we have the Hounds of Thindalos, the Voormis, and the all powerful Cthulhu himself to command. We have our armies to march upon the hapless players, and to completely obliterate them. They have to take our word for the fact that that specific villain had that many hit points, or that he indeed had the dagger hidden somewhere else. That's why we, unlike most gods, must have some ethics that we follow no matter what. But I think that sometimes we must bend those rules a little bit. One of those cases is when a player is about to die in a spot where the keeper thinks, for some reason, that he shouldn't. Maybe the party will need some special characteristic from this character on a couple of hours, and will be doomed without it. We are not talking about a computer game here, where you can just restore if you screw up. And a small slip on an adventure can send maybe months of playing and preparation down the drain. I usually roll behind the screen, so my players don't know if, for example, the gun jammed or was out of ammo. So who's to know if, on a would-be critical hit, I stick my godly finger in the gun and jam it? Or maybe push the guy's elbow just a little to the right, so he completely misses the mark. I know that by this point most of you are divided in two parties: one finding the address to my house, and the other getting some kerosene to burn it. But I do believe that those heavenly interventions can some times be necessary. KEEPERS AS STORYTELLERS As a character in the movie "Up Close and Personal" says, "we are only as good as the stories we tell". The whole point of buying a supplement as big as, for example, Horror On The Orient Express, and reading it cover to cover is to tell the goddamned story. Let's say your party has played the whole deal up to the encounter in the train with Fenalik. That should cover quite a few gaming sessions. But, just when they are one hit point away from killing him, he strikes a sudden blow to the last conscious investigator, whom it happens, was also mere hit points away from going to his ancestors. Should a Keeper let the whole story lapse into oblivion? Well, maybe they had some replacement characters ready. Oh, wait a minute, now I remember! The characters had contacted their brothers/associates/partners and told them to meet them at the next stop, and written letters telling them the whole story just in case they died! How lucky of us. Believe me, I would rather trip the vampire myself than going along with such crap. At least that way the characters believe that it was fate what saved them, not some slimy trick that they performed two stops ago. KEEPERS AS PLAYERS In the end, we are not some kind of detached entities. In telling the story, we are as submerged in it as our players. Who hasn't felt the thrill of those last moments in a fight, when even we aren't sure of the outcome? Maybe the Thing From Beyond The Stars will have its dinner after all. Or maybe they will be able to chant that last part of the spell that will return it from whence it came. That is the main reason why we shouldn't go about saving characters as a rule. First of all, it takes the edge out of it for them, since they start believing that they won't die (or maybe realised that you won't let them). But then again, it also takes the edge out of it for you. Which brings us to our last point. WHEN SHOULD A CHARACTER DIE? In my humble opinion, characters should die when it is integral to the adventure, either because you are in the climax, or to make a point. Indeed, that gangster who charged into the werewolves deserves to be teared to shreds, and I would be the first to make the attack rolls. Or maybe you are at the start of the campaign, and want to let them know that their opponents really mean business by a shoot-out in which one or more of them might die. Another case, and the only case in which I have forced a character's death, was when I believed it was fully necessary to the story. The case in point is the ending of Horror On The Orient Express (that campaign has things I loved and things I consider ... misguided, so I'll keep placing it as an example). At the very end, the spirit of the villain tries to take possession of an investigator reading a scroll. If he fails, the investigators have won without even noticing. If he succeeds, the investigator in question dies horribly, and the villain takes possession of his body, summons the Skinless One, and all hell breaks loose. I didn't give the investigator reading the scroll a chance, and everything went like it would have if Mehmet Makryat had succeeded. Why? Well, simply because I believed that the other ending would have been just plainly lame, and we hadn't played so long for Makryat to lose just like that. It is better to go out in a blinding flash than to slowly fade away, someone said. By the way, all the others survived the ending. One was indefinitely insane, but the other almost made it intact. BOTTOM LINE In the end, it is just what you feel more comfortable with what matters. This are just a bunch of opinions from a guy that's a little sleepless and decided to write. Happy Keeping,