As a GM, how do I wrap game-caused character switching into the story?

Suppose I had to murder one of the PCs for great ju... didactic purposes. For example, my players refuse to understand the idea behind overpowered monsters (not meant to be fought head-on) or the occasional necessity of thinking (instead of relying on my railroading which, as I specifically mentioned to the players, is not going to happen). Whether this is a right thing to do is a separate question.

If more specific details are required: the campaign is about to unfold in the wilderness, and character deaths are most probable inside a dungeon, in the neutral-but-suspicious-lizardfolk camp in the forest, that is, at one of the plot's highest-tension points where it would be difficult to justify the appearance of a previously unseen character. I'm not going to kill anyone in a manner that would seem too harsh and undeserved, so death will be an ultimate penalty for extreme mistakes my players make.


  • What is the most common/reasonable way of explaining the appearance of a new character?
  • Does the player have to sit around and wait for his new character to appear?
  • Is there an established technique available to keep the player engaged and the game moving?

I'm talking about a Pathfinder campaign, though there might just be a general rule applicable to a wider set of platforms.

I guess I should also clarify that I strongly disapprove of any "unrealistic" and simpifying measures like instant revival and gold penalty. The story should at least look logical.


closed as unclear what you're asking by Tritium21, SevenSidedDie Feb 12 '16 at 21:00

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