And for someone looking at acting and serious method acting, even to the point of understanding the other players as robbers, this just makes sense. The power level of your character isn't nearly as important as the fully-fleshed out people in your life that define your character. Backstory NPCs are kinda the bread and butter of serious roleplayers. We have the death of a backstory relevant NPC. To "point 5 past lightspeed", hmm, was that from Episode IV from some troublemaker pilot? And we go from Shakespeare, to Star Trek. So the GM is trying to be as vocal, eloquent, and Shakespearian as Annie. you'll get to see what they do with the request.Ĭommentary by Keybounce (who has not seen the movie) Until your character fails that critical saving throw and the GM grants you a dying speech. Have this statement ready just in case, but don't tell your fellow players about it. Rather than just have a PC die and leave their magic items and treasure to be split up by the remainder of the party, have them request with their dying words that their +3 Dragonslayer sword be handed to their young nephew or whatever, who lives in a village halfway across the known world. Think a little about what your character might say when they die - do they have incomplete business? Do they want their worldly possessions (or magic items) given to a relative or friend? Do they want to pass on responsibility for an unfinished quest? Some emotional link, or some swearing of of revenge, or some final request that must be carried out. If it happens, you can use the scene to establish something important for future events.
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