Ike:
I disagree that capture is as bad as death. There is a fundamental difference - if you're captured, you have the opportunity to escape or be rescued, and that's a whole new adventure just waiting to be played out.
I want to be careful about assuming that just because the characters are alive, that the players will be interested in engaging in what is before them, especially if their range of choices and options are as closely constrained as one might expect from an imprisonment scenario.
Let me be clear: being captured and escaping from that
can be fun for the people at the table. So can having one's character die. I just don't want to assume that it definitely will. By the same token, anything can be unpleasant, even if it avoids what one might consider to be obviously unpleasant. That's a bit of a different topic. But PC death and capture have, in my experience, never gone over well.
Ike:
Also, unless the game has just started, or its a game where players know in advance that they will be going through characters like a revolving door, players tend to have a lot invested in a their character, and some players will walk if you kill their character. That's not to say you should never kill a character, but there are lots of alternatives to play with.
You lay out the exact issue. But I'm not sure I understand: knowing that some players will walk, why
would a DM kill any of the characters? Certainly some people will walk if character death is off the table, but that's sort of what this is about: taking away the threat of death but replacing it with something else.
Ike:
I think a variety of win conditions should be built into every game. Kill or be killed gets boring after a while.
Yes, and I think that a big part of what leads to that boredom is that GMs don't see a good way to do anything other than lob softball encounters, or fudge things so that the players always win. Kill-or-be-killed in which you can only kill, is even more boring.
Having a way for the characters to lose that won't cause the players to walk means that GMs don't have to go easy or fudge, because if the PCs lose the players are still engaged.
pdboddy:
It is more likely that an enemy would either leave you behind, or capture you. It is proven that most people do not want to kill another person. Accidents are one thing, and combat situations another, but to straight up murder someone is generally out for most people.
So it seems reasonable to me that unless the "bad guy" is someone who would outright murder someone, if a combatant surrenders, they are likely captured, or stripped of weapons/gear and told to get lost.
More than a few games are predicated on exactly that kind of enemy, ones who are equipped with lethal weapons and would gladly kill the characters.
One can avoid those kinds of games, but if they're interested in them, it's still possible for them to have plausible reasons to leave characters alive and equipped. Primarily this involves the monsters having a job that doesn't require the PCs to be dead, dead, dead. If they're knocked down a hole they can't immediately get out of, that might be enough for the monster to accomplish its goal and move along. But unless it has some other goal and somewhere else to be, it's not likely to do that.
pboddy:
Being captured is reasonable for a few reasons.
While it's reasonable, that doesn't mean it's going to be enjoyable. That's part of what I'm questioning.
pboddy:
It IS a good thing to keep in mind though, a useful tool in the GM's toolbox, how to deal with death and failure. A good subject!
Thanks!
A Voice in the Dark:
An alternative to the failure means death theme, is that the enemy uses the fact that everyone's down to flee. Especially if there are others coming.
I've generally understood this to be not well liked by players. Plenty of players would rather have their character die than be saved by an NPC. If the game is about heroic characters, this immediately makes them feel much less heroic. Arguably that's a fitting consequence of their failure, but I think there are approaches one can use that don't deprotagonize the PCs.
And it's rather contrived. When combat in one's system takes place on a scale of seconds, it's rather amazing that the help would arrive in the window between the PCs clearly heading toward a loss and the enemy delivering the death blow.
pboddy:
Another thing is to allow retreat options. If the players know that retreat is an option, they should take it if the battle goes the wrong direction. If they don't and die, let it happen. They had the option but chose to stay.
Okay, but if the PCs are killed and the players don't like that, the GM still bears plenty of responsibility. They set the conditions of the fight, they chose the enemy tactics, and it's entirely possible that they didn't telegraph the escape option or the nearness of death adequately. The bottom line is that I wouldn't expect most players to graciously accept death in that event. I'd expect the usualy reactions as described above.
We could discuss how immature and entitled players feel, but I doubt we'll ever solve that. But we (by which I mean people who have problems with death-as-failure in their games, which might not include any of you, my worthy interlocutors) can find and prepare for other ways for them to fail.
Thanks for the responses. If anyone is looking for advice, I welcome questions.