Talking to Akrasia about his S&W House Rules reminded me of some thoughts I keep meaning to put down on...well, not paper. Electrons, maybe?
Among some grognards, Save-or-Die has a certain totemic power, not unlike Descending Armour Class. It loudly proclaims that the player characters do not possess Plot Immunity on account of being the protagonists of some Games Master-authored story. It trumpets out the fact that player's need to use their own skill or they will find their characters stone cold dead quicker than they can say 'Bree-Yark".
However, I have a significant problem with Save-or-Die: it's boring. It actually fails to generate significant tension in the game.
"What's that?", yell my illusory audience. "The threat of death is the principal means of creating tension. It's exactly this lack that makes newer iterations of the game less than satisfactory" (Note how polite my imaginary readers are towards later versions of the game. No name-calling among these hypothetical gentle-folk).
But I'll dispute that. The very ease with which OD&D characters die and are replaced, combined with the presumed availability of Resurrection spells, mitigates much of the sting of death and robs the grave of it's victory. What players really fear, what gamers will avoid at all cost, is being hurt where it counts. I'm talking, of course, about character effectiveness (What? You thought I was talking about something else?).
Notice how level-draining Undead create a terror all out of proportion to their lethality. I've known many a player who would much rather have his beloved character enter a room full of Red Dragons with nothing to defend himself with other than a dull spoon, than fight a Wraith with all their collected gizmos and gadgets. The Dragons, at least, offer the opportunity for an heroic (or, at least, comical) death. But even though the character's chance of defeating the Wraith is much greater, the character is also very likely to end up losing a level or two.
And that's just the worst.
You lose Hit Points, combat or spell-ability, maybe even a cool trick or two depending upon your class. Suddenly, you suck and your companions don't. Well, maybe not suck, but rather than having a memorable death having been eaten by a family of Dragons while gallantly fighting with less-than-optimal flatware, you now can just do less than you used to do. You are literally less than you used to be.
That's tension. That's a negative incentive. And that's why I don't use Save-or-Die. Instead, I use either level-drains or attribute damage. The former is well-known because of the Undead. The latter is less common which is probably why I prefer it (I also find it easier to rationalize). For example, in my Onderland Campaign, Grave Wights (my version of Barrow Wights) don't drain levels; they inflict Constitution damage. The cold from beyond the grave emanates from these unnatural abominations and it weakens those who feel it. They cannot be warmed, they cannot rest at ease, they cannot heal naturally. Slowly, their Constitution withers away.
Other dangers affect other attributes. I like poisons that intoxicate the mind (damaging Intelligence or Wisdom) and curses that sap one's Strength. To me, those sorts of threats are just so much more interesting than, "Oops. You're dead."
Among some grognards, Save-or-Die has a certain totemic power, not unlike Descending Armour Class. It loudly proclaims that the player characters do not possess Plot Immunity on account of being the protagonists of some Games Master-authored story. It trumpets out the fact that player's need to use their own skill or they will find their characters stone cold dead quicker than they can say 'Bree-Yark".
However, I have a significant problem with Save-or-Die: it's boring. It actually fails to generate significant tension in the game.
"What's that?", yell my illusory audience. "The threat of death is the principal means of creating tension. It's exactly this lack that makes newer iterations of the game less than satisfactory" (Note how polite my imaginary readers are towards later versions of the game. No name-calling among these hypothetical gentle-folk).
But I'll dispute that. The very ease with which OD&D characters die and are replaced, combined with the presumed availability of Resurrection spells, mitigates much of the sting of death and robs the grave of it's victory. What players really fear, what gamers will avoid at all cost, is being hurt where it counts. I'm talking, of course, about character effectiveness (What? You thought I was talking about something else?).
Notice how level-draining Undead create a terror all out of proportion to their lethality. I've known many a player who would much rather have his beloved character enter a room full of Red Dragons with nothing to defend himself with other than a dull spoon, than fight a Wraith with all their collected gizmos and gadgets. The Dragons, at least, offer the opportunity for an heroic (or, at least, comical) death. But even though the character's chance of defeating the Wraith is much greater, the character is also very likely to end up losing a level or two.
And that's just the worst.
You lose Hit Points, combat or spell-ability, maybe even a cool trick or two depending upon your class. Suddenly, you suck and your companions don't. Well, maybe not suck, but rather than having a memorable death having been eaten by a family of Dragons while gallantly fighting with less-than-optimal flatware, you now can just do less than you used to do. You are literally less than you used to be.
That's tension. That's a negative incentive. And that's why I don't use Save-or-Die. Instead, I use either level-drains or attribute damage. The former is well-known because of the Undead. The latter is less common which is probably why I prefer it (I also find it easier to rationalize). For example, in my Onderland Campaign, Grave Wights (my version of Barrow Wights) don't drain levels; they inflict Constitution damage. The cold from beyond the grave emanates from these unnatural abominations and it weakens those who feel it. They cannot be warmed, they cannot rest at ease, they cannot heal naturally. Slowly, their Constitution withers away.
Other dangers affect other attributes. I like poisons that intoxicate the mind (damaging Intelligence or Wisdom) and curses that sap one's Strength. To me, those sorts of threats are just so much more interesting than, "Oops. You're dead."