This one does what it says on the tin.
I have been told I'm a contrarian. That I have a strong aversion to authority. I am rather infamous in my friend group for having the highest reactance—the quickest way to ensure I never do something is by telling me to do it. If you think that sounds annoying, I can assure you my friends agree. Thankfully, they have found plenty of other reasons to love me anyway.
I'm sure it's not difficult to see how my personality can put me at odds with something like, say, a book that says, "here are rules for playing a game. Follow them." Which is why I love when a book presents them as suggestions. Oh, I can use whichever ones I want? Cool! I'll try them all out, at least for a while, and then change to taste.
On top of that, I also headbutt with prevalent attitudes held by ttrpg communities. Nothing makes me want to make a PbtA dungeon crawler more than seeing people say it wouldn't work. Same goes for skill systems in OSR games. But sometimes it goes deeper than that.
For example, sometimes I see people in OSR spheres discussing character death, and I think, "what if we incentivized death? What if we rewarded it? What would that look like?" Well, if we used the lingua franca of OSE/BX, maybe it would look like this.
Death, Advancement & The Mythic Underworld
The deadly dungeons and strange subterranean places adventurers delve into is a different world, a universe unto itself. The player characters are interlopers into the Mythic Underworld, which rejects them—even in death.
Rule 1. Don't be a weasel. This first rule is taken straight from Blades in the Dark. No getting into combat and refusing to fight, that sort of thing. You're still playing a character who wants to live, because dying still kind of sucks. Surviving a fight is probably a step toward a larger goal, and dying puts you further from accomplishing that. Plus, it now it changes you. More on that shortly.
Rule 2. There is no XP. Gold for XP naturally leads to the question, "why does my character need all this gold? Why are they willing to risk their life to get it?" Those questions are still in play. You've made a little freak and are sending them off into freaky places, figure out why they're doing that.
Rule 3. When you hit 0 HP, you're taken out of action. You're dead, but the Mythic Underground won't accept you. Once the battle is over, the trap is overcome, etc. you come back. Hopefully your party members brought your body along. If your body was destroyed, it materializes where you were last out of harm's way.
Rule 4. When you return to action, you level up. That's right, you heard me. It's probably a good idea to start leveling your character up as soon as you're taken out of action, that way you're ready to go once your surviving party members finish up with what killed you in the first place.
Rule 5. When you return to action, you've changed. When the Mythic Underground bludgeons your soul back into your body, it leaves a little bit of itself with you. Roll on the following d84 table and note the way your character is different now.
1. You grow vistigial...
1. Wings
2. Tail
3. Tusks
4. Antlers/horns
2. Another 1d4 eyes appear on your...
1. Head
2. Arm
3. Torso
4. Leg
3. Your hand becomes...
1. A crustacean claw
2. Tentacle-fingered
3. A snake's head
4. A bird's foot
4. Your legs become that of a...
1. Sheep
2. Feline
3. Lizard
4. Aphid
5. You grow another...
1. Arm
2. Leg
3. Mouth
4. Row of teeth
6. Your head becomes that of a...
1. Mantis
2. Wolf
3. Bat
4. Frog
7. You have...
1. A tongue that forks like a serpent's
2. A third eyelid that blinks horizontally
3. Translucent skin
4. A second, discordant voice
8. Your...
1. Mouth(s) become a beak
2. Hair is replaced by feathers
3. Shadow moves slower than you
4. Ears grow fingers
Rule 6. When you have changed a number of times equal to your maximum class level plus one, hand your character sheet over to the referee. The transformation is complete. Your character is a part of the Mythic Underworld now. The referee should play them as they would any other powerful underground-dwelling NPC. Like most other denizens of the Mythic Underworld, they now stay dead when killed.
Well, there it is! I have not tried it. I may never try it. But it was fun to come up with. I like the idea of this otherworldly place rejecting you until it transforms you into something it will accept. I like the potential roleplaying consequences of adventurers delving over and over, returning to the World Above more alien the more powerful they become. I like that if I do end up using this, my players would undoubtedly engage with more of the danger I telegraph.
If you have or do come up with a way to incentivize character death, let me know about it here or on Bluesky.
d84 lol
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