Why are D&D PCs resurrectable?
We do not like to think about the metaphysics or theology of D&D settings, so it is generally a question that is left unresolved - and it is not, I think, the subject of much analysis within any particular iteration of the PHB or DMG. (The descriptions of the spells which might resurrect a person - Raise Dead and Resurrection - are entirely about the nuts and bolts of the matter in the 2nd edition version of those books, which are the only ones I have to hand right now.) Various possibilities suggest themselves: when somebody dies his or her soul remains in the body for a certain period of time and the connection between the two can be restored by magic; after death the soul goes into limbo or purgatory or wherever and magic can return it to the body; there is only a cold mechanistic soulless Sam Harris universe and magic can simply reanimate dead flesh; and so on.
One possibility that interests me stems from a recent reading of William Golding's Pincher Martin (spoilers follow, although to be honest the ending is not entirely difficult to see coming). In this book, a British naval officer, who is implied to embody the sin of greed (as well as being a rapist, psychopath, murderer and possibly child molester - it is not a nice book) drowns after having been washed overboard from his ship. But his will proves to be so strong that he creates for himself a sort of afterlife - a rock sticking up from the Atlantic where he can 'survive' and hope to be rescued. In an interesting twist, the rock's shape derives from that of one of his teeth, with whose contours he is of course intimately familiar.
It's safe to say it doesn't end well for him. But I was struck by the concept of a short, time-limited afterlife being the result of an act of will on the part of the dying man or woman - as though human consciousness can linger on in its own reality after the body's death, not through the grace of God but through the refusal on the individual's part to accept dying.
And I was also struck my the nice synergy between this concept and D&D's own, if I can put the matter this way, conceptual priors. Pincher Martin is an existentialist and thoroughly modernist novel in the tradition of Conrad, Melville, Poe, Hemingway - it depicts the human individual as irreducible, human consciousness as atomised and isolated, and the human will as eternally wrestling to create its own values and perhaps even impose them on existence itself. The titular character has his own morality, his own ideals, his own drive, and his own iron will, and at every stage he seeks to force reality to conform.
Golding, a religious man, presents this in a bleak light, but there is no reason why it has to be, and there is something about its anthropology, so to speak, that fits nicely into D&D's own unstated assumptions about the nature of PCs. D&D PCs, at least in the stereotypical 'old school' framework are arch Conradians; while never quite as villainous as Pincher Martin, they are typically paragons of the modernist archetype - autonomous individuals, imbued with their own drives and impulses, with existences that precede essences. They exercise free choice. And because of this there is something appealing about the thought that they possess the ability, like Pincher Martin, to impose their own will on death itself and thereby transcend it - constructing a reality where that will can itself endure until a magic spell can recover it for the world of the living.
There's an after death hexcrawl that has a similar vibe to what you're describing. Here's Bryce's review of The Spiral Isles
ReplyDeletehttps://tenfootpole.org/ironspike/?p=6218
Nice - thanks!
DeleteI *love* your idea of a character's identity enduring death as an act of sheer will, perhaps one that is time limited.
ReplyDeleteWhat might go into deciding how long a player had to achieve some act in the spirit world or the real world before their character loses their identity or loses their ability to return to the world of the living? Or before it transmigrates to another body and loses its recollection of what drove it? It would be nice if that were a combo of narrative and mechanical aspects.
Yes, totally agree - it would be fun to play around with systematising it!
Delete[Level × Charisma] hours
DeleteIt's been a while, but I think the metaphysics started to be explained with later supplements. Deities and Demigods, for instance, introduced souls and spirits into the 1st edition game. Elves had spirits unlike everyone else, and the consequence of having a spirit was that you were subject to reincarnation. This was a non-Tolkien attempt to justify the inability to raise Elven characters in earlier forms of the game.
ReplyDeletePathfinder invested heavily into the metaphysics of souls over the lifespan of 1st edition. Eventually it is explained that souls start in the Positive Material Plane and then follow a path through the prime material plane before the soul eventually departs for its final resting place in the afterlife. From the beginning, the goddess of Pharasma and her role as the judge of the dead has been a big part of the game.
I think similar things happened with 2nd and 3rd edition, and possibly with 4th edition (but that's not my cup of tea).
The Heretic
I bow to your superior knowledge/memory - I had forgotten all of this is in Planescape too, though the details are no longer anywhere in my dusty old attic of a brain.
DeleteIn world, any person has a soul or spirit that is immortal, and (contra Planescape) does not lose its identity upon death, so they can, in principle, be restored to life.
DeleteThe specific questions about how these spells worked were somewhat answered in D&DG. Elves have spirits that naturally reincarnate after a time in the Outer Planes. OTOH, human souls travel across the Astral Plane to their eternal home, taking a month-ish IIRC. Raise dead brings people back whose souls haven't gotten too far from the Material Plane (i.e. only a few days have passed). Resurrection can bring you back even from your outer plane destination as long as it hasn't been too long since your death - perhaps because that soul has become a creature of its afterlife plane.
Ultimately, why can you bring characters back? Because it's a game, and people sometimes want their characters back.
"Ultimately, why can you bring characters back? Because it's a game, and people sometimes want their characters back."
DeleteYou say that, but I don't think the "turn sticks to snakes" spell was included ultimately because it's a game and people sometimes want some snakes. These things do have literary and mythological antecedents.
Well said.
DeleteThere's a Biblical antecedent for sticks to snakes and raising of the dead. Other than at the Second Coming there's no antecedent AFAIK for resurrection as we see it in the game. That said, I'd agree that the myth and fiction from which the game is derived does matter, but I'd say that regaining a lost character is much more important to the game than sticks to snakes (or just about any spell).
DeleteLazarus?
DeleteAnd the will therein lieth, which dieth not. Who knoweth the mysteries of the will, with its vigor? For God is but a great will pervading all things by nature of its intentness. Man doth not yield himself to the angels, nor unto death utterly, save only through the weakness of his feeble will.—Joseph Glanvill.
ReplyDelete(And Poe, in "Ligeia", which is how I know the quote.)
"That is not dead which can eternal lie and through strange aeons even death may die." Lovecraft, but now I'm wondering if he was inspired by Poe quoting Glanvill? He certainly took a lot of inspiration from Poe. Great find!
DeleteFascinating!
DeleteISTR some conversation around resurrection when we were playing the 3 Mile Tree campaign. It feels to me like such a cop-out - certainly, the only times I've ever played it (in my childhood) it seemed was there for those times you absolutely can't bear to part with a character which you've spent a long time building up. Perhaps this is just me getting older, and becoming more comfortable with the inevitability of death, but I find that kind of "cheat mode" deplorable. However, it might be fun to roleplay forms resurrection that placed unbearably heavy restrictions on the character from then on: yes, the strength of your will has brought you back, but from now on you will be a captive of that will, perhaps unable to leave the spot where you died, or to stop what it was that you were doing when you died, or to lead the life of a ghost, unable to interact physically with others.
ReplyDeleteI basically agree with the cheat mode comment.
DeleteIn OD&D, a character of average Constitution has a 25% chance of resurrection failure. In AD&D using the 4D6-drop-lowest method they're slightly better off the first time with a 20% chance, but their average number of possible resurrections is slightly lower (3.42). If a 75% chance of cheating death is a cop-out, then that also applies to saving throws. Clearly this wasn't designed for the sake of people who can't bear to let go of their character, but as part of the economy of a high-lethality game where character death is expected.
DeleteFor the "old-school" approach to gaming, I am also sympathetic to this view. In a decade of playing through middle-school, high-school and college, I was never in a game where anyone was allowed to get resurrected. W mechanically translated "zero hit points" to "roll a new character."
DeleteBut BX/AD&D aren't the only ways to play. If you want to participate in a campaign that is more like Greek and Roman myths; if you don't consider death and resurrection from a Christian view; if you like the mingling of the spirit world and the real world; if you want a "weird fiction" setting - then playing with things like death timers could be a really interesting way to role play zero hit points. I would highly prefer that to "death saves."
Yes, good points.
DeleteThese kind of discussions are so difficult because they are really campaign dependent. I think the spells exist just to give players a way to keep their high level characters in the game. It is a game after all. You don't need to go any further than that if you don't want to. If you do then it really depends on your campaign type, what your particular vision of the pantheons and planes of existence are. You can make it difficult or easy, you can make the gods care about it or not, and have some specific place souls go that players can travel to or not. High magic or low. A DM has to ask themselves: what's going to enhance their particular campaign? Where do they want the focus to be?
ReplyDeleteNo doubt you're right!
DeleteI was raised Hindu, so naturally I imagined the cycle of reincarnation being an intrinsic part my setting. And as an obvious consequence, resurrection becomes *very* weird to handle—to the point that I ended up just tossing out the higher-level spells that could resurrect the dead from more than a week or two of their passing.
ReplyDeleteThat said, I also REALLY love the Dark Souls-ian idea of a person's will being so strong that their body keeps carrying on without their soul in a hollowed state: a knight faithfully holding their final position, a hunter of monsters continuing to rip and tear long after the work is done, a hero that gave their life to seal away a great evil guarding that place until the ending of the world.
"...their body keeps carrying on without their soul in a hollowed state...." Oh, my. That is an *awesome* idea....
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