Maybe I should get off Chris Perkins' back. These last few years he's transformed himself from insufferable asshole to insufferable suck-up. It's an improvement. We should always reward improvement. The link provides an interview between Perkins and the creator of a channel I don't care about; I was able to listen to all of it without damaging either my laptop nor my computer tower. I count that a win.
For those who don't know, Christopher Perkins (wikipedia page) used to run public games for the WOTC, while also acting as a "game designer" and so-so editor. I say "so-so" because I've seen his work. It's about the same as mine, which I do for free and without hundreds of thousands of dollars of staff support. Like he had. In 2025, he "retired" from the WOTC... at approximately the same time the WOTC was letting everyone go that was costing money and not making it with splatbooks. He's now the creative director of the company for tabletop gaming launched by Critical Role, Darrington Press.
Please either indulge me or forgive me as I provide a transcript of the above's deconstruction:
Host: {chuckling} Can it be option A and D at the same time? Definitely not B.
Perkins: I'm going to suggest that the correct answer is "have snakes erupt from the dead character's corpse." {general laughter}
Host: Okay.
Perkins: I'm just kidding. I'm just kidding. The real answer is "discuss options with the dead character's player."
Host: Right.
Perkins: Often when death occurs, it's unexpected and it might be the result of bad dice rolls or just a bad decision... and in that case, it's basically spelling the end of a character's journey or a character's arc.
Host: {nodding sagely} Yeah.
Perkins: And some players are prepared for that; some players actually greet their character's death with a fair measure of enthusiasm.
Host: Yeah.
Perkins: Particularly if they're a type of player who's got like a line-up of other characters that they've built and they're just aching to play something else.
Host: Yes.
Perkins: You know the type.
Host: Yes.
Perkins: And so death is not that— doesn't come with any trauma or or any, um, um, you know, resentment—
Host: Yeah.
Perkins: Or anything like that. But... you never know... and so as a DM, it's always good to say, okay, this happened. Take the player aside or just have a conversation and say, "Do you think your character's journey is over at this point? Are you happy with this situation, or at least are you ready to move on from that character? Or would you like to discuss other possibilities? In D&D, there's plenty of ways for characters to come back from the dead, and working with your player, you might be able to contrive something fun — not only the player coming back from the dead, but maybe with a vision that they had while they were dead. Maybe while they were dead they actually has some sort of weird extra-planar interaction, that might propel the character's story even further along. It might be divine intervention or some other encounter, but there are all kinds of ways to skin it. But I think that it's smart for the DM and the player to both agree on the course of action with regards to that character and their journey. Just so it doesn't feel like it's incomplete.
Host: Right.
Perkins: ... and unsatisfying.
In answer, I'd like to link this youtube video of players and coaches being thrown out of baseball games for unsportsmanlike conduct, because they can't suck it up, despite being paid literally millions of dollars to do so. My question, then, is what produces the most trauma? Being struck out, so that you're so mad you argue with the umpire or throw your bat at the ground, or being thrown out of the game. Write your answer in the comments below.
The difference between the D&D example and baseball is that the company perceives "character death" as an inherited flaw of D&D, that it has to mitigate by turning every DM into a psychologist to manage player trauma... or or any, um, um, you know, resentment. Whereas Major League Baseball know the fans are going to fucking watch anyway, and they don't give a shit if the player is unhappy.
Chris Perkins is not selling table courtesy, he's performing brand protection. His answer treats player death as a customer-retention hazard. The dead character is not allowed to remain simply dead, because the company-facing version of D&D has become anxious about the player leaving the table with a negative feeling attached to the brand. So the DM is repositioned as the person responsible for converting loss into satisfaction.
And you, gentle reader, as the DM, have been co-opted into this, as the person who should, without being paid, protect the company.
All D&D game deaths are unexpected, unless the player suicides. All deaths occur because of a "bad" die roll OR a bad decision. NO game deaths result because of a good die roll or a good decision. Unless, again, suicide was the plan.
Oh, and hey, while we're here, let's point out that if we're going to roll dice to check success, there's not very much point in rolling the die at all unless we're going to accept the failure. If failure isn't an option, put the dice away and just say the players always succeed.
If a "bad" die roll (that is, one that fails to succeed, rather than one that is being framed as though the gods picked the number showing) does kill a character, and that causes or or any, um, um, you know, resentment, then maybe that player isn't old enough to play. Maybe that player needs to check themselves against a plywood knight with hand raised up and a motto next to it, "Your ego has to be this secure to play this game." Maybe, just maybe, just possibly, even if the company makes a buck from it, there are some people who just shouldn't be playing D&D. Because the mettle required to pretend things just isn't there.
Die rolls are only "bad" from the standpoint of the desired outcome. They are not moral events, they are not an injustice, they are not an attack against the player's emotional state... and their consequences should not need me to approach the player gently, possibly while to other players hold a fucking straightjacket, so I can talk an adult down, when as a kid we used to die all the time in this game and we were goddamned fine. What in the hell?
If a player needs the game to go well because they had a bad week at work, or they're so fragile that I need to sit down with them and use words like "journey" while measuring the player's degree of "happy," then that player needs to not be at my game table. They should be elsewhere doing something more constructive and helpful for their fragile ego. Learning to make pottery is good for that; it teaches how effort and failure can be met with resilience to make things that turn out to be excitingly beautiful, all while the skill learned is useful and the process beneficial for other activities. D&D is just way too, um, traumatic for these people. Honest. They're not up to it.
Whew.
All right, let's talk about death.
Death in the game sucks. No question about it. I don't like to kill a lot of characters; I've found in general I do it less than most people, not because I fudge, not because I deny players a chance to restore their dead characters — usually, I make raise dead and resurrection fairly easy to obtain, if at a price. I tend to view it in the way that some board games do, "Lose all your cash on hand, return to Start."
Some DMs seem to view the murder of vast numbers of player characters as a badge of honour. "See, I believe that player characters should die as part of the game. In fact, last week I ran a game and everyone died. That's how much I believe in that rule." Which is, I guess, okay. I'm not an advocate for game balance, so that's fair. Not how I run, nor a game I'd play in I think, but whatever works for whoever is running their table.
I said a few posts back (which you read, Gentle Reader, because you read everything I write) that I seem to have a gift for picking just enough monsters to seriously threaten death, without that actually resulting in death. A "bad" roll, or a "bad strategical decision" could tip that balance, which is why the players in my game tend to compensate thoughtfully for the former while respecting the latter. Most of my present players remember a session against fire beetles in which three of five members of the party died, mostly because they did engage in a bad strategical mindset, and that memory comes up in nearly every running. So the players know I can kill them. I just don't feel the need to prove it all the time, so they know that's still possible. Being mature adults, they seem capable of having memories longer than mayflies, apparently unlike every player Perkins has ever run.
IF a DM is there with the crash-cart, the EMT, the psychologist couch and smelling salts every time a player fails, for whatever reason, then of course the players aren't going to take the game very seriously. The reason that umpires in baseball were finally given the power to eject players for so much as a word was because the old way, in the old days when I was, what, a younger adult, it was really getting out of hand. Looking into it, it appears that with the 1999 umpire labour crisis, when twenty-two umpires quit, the old union was replaced, umpire staffs were merged into one... and that brought about the modern administration model. The overall effect was to give umpires more power to manage the game, not less... while the Perkins/WOTC/corporate model is there to effectively emasculate the DM's power by making this about therapy, not player management.
What's funny is that I have given players other options than resurrection for bringing back dead characters. Not the cheesy plot devices suggested, of course... but D&D does owe at least some fealty to Heracles rescuing Theseus from the underworld, or Dante spending at least some of his vacation there. The "outer planes" are comprehensible real places that have existed as part of the setting's structure since the 1970s, so sure, there ought to be some way to identify which plane of existence the soul of a dead character ending up at, and therefore some way of getting them back, even if a monkey's paw is needed. It's not that I necessarily encourage this kind of thinking; logically, if it were to be attempted, it would have to be the kind of adventure that required a year of game play, at least 20 or 30 sessions... but truthfully, it ought to be possible... just not in the way Perkins is suggesting. I'm not going to restore your character because you have the sads. That's just not good enough.
Trust me, if a party does decide to go through all that for someone's 8th level ranger, they're not going to do it all again for someone else's a 7th level fighter. It's funny how suddenly a party is ready to draw a hard line about such things.
Truthfully, it's taken the 1st level fighter in my present campaign nine sessions to reach 4th. That is, the accumulation of 8,000 x.p. Logically, to reach 5th, 18,000 x.p. it ought to take ten or eleven more, but it won't, because the fighter is tougher, can take more damage, can kill more, hits better and so on. As the needed experience doubles, thereabouts, the actual time per x.p. shortens, just enough to make each level feel like an effort without there being a cut-and-dry certainty about when the next threshold comes. This is good for the game. A player who loses their 4th level, or 7th level, or whatever, should just count the time needed as game play and just that. Yes, okay, we all loved Rodrick. And it's a pity.
But not to sour the party or anything, I used to have another wife, who died for real. I have had two parents, who died for real. Which I had to get over, just as everyone has to when something like it happens to them. Look, just bear with this a moment, as hard as it is, as out of place as you may feel it is inside a post about D&D. Life isn't just living with the knowledge that we ourselves are going to die. It is also that along the way, we're going to find ourselves having to cope with others that we love passing away on us, and there's nothing, nothing at all, that we can do about that except to keep moving forward. Cruel, brutal, undeniable truth. Earlier, I said, "death in the game sucks." And so it does. But let's have a little perspective here, okay?
If my 8th level ranger dies, then really, how long does it take to replace that character in my heart? As Rodrick's memory fades, then Desdemona's memory, though she may now only be a 3rd level mage, grows. By the time D reaches 6th, R was a year ago. It's just not that hard to get over.
Gawddammit. If you've ever had a pet that lived for ten years, you know you'll never replace that pet in your heart, no matter how much you love your new pet Jupiter now. I guess maybe its because of how long I've been here... but fragility is a terrible way to manage what life is going to hand over. Yes, right, your D&D character dies, okay. Look on the bright side. There are no funeral arrangements to make. There's no lawyer's office you're ever going to have to sit in. There's no household of possessions you're ever going to have to divide up between your siblings and yourself, and you're not going to have the experience of watching your parents most treasured things being thrown into the trash, because they're old, they've been polluted with mice feces because the house wasn't looked after toward the end and worse, there's just no room in your house, or that of your siblings, for everything. That's how it goes.
I promise. If your D&D character dies, there are going to be worse things coming for you to get over.









