Monday, July 20, 2026

Reconsiderations: Death and Resurrection

Needless to say, I've been very remiss in writing new posts for this blog, even within the context of the less rigorous schedule I proposed two months ago. I wish I had a better excuse beyond "I'm busy revising Thousand Suns for a second edition," except that's the truth. In fact. I've been so busy with that that I haven't even been posting as often at Grognardia Games Direct as I have been. On the plus side, the first draft of the second edition is nearly done, so I at least having something to show for my lack of attention here. With any luck, the first draft will be completed before September and external playtesting can begin in earnest.

Today, though, I want to return to my Reconsiderations series, since the first entry in it was very well received and generated a lot of good comments. My apologies for not responding to most of them, but, well, I've already explained that my attention was – and remains – elsewhere. 

Longtime readers may recall that the Dwimmermount campaign was predicated on several things, the most important of which was that it explicitly megadungeon-centric. At the time, which is to say the early days of the Old School Renaissance, there was a widespread belief that Dungeons & Dragons was born in the megadungeon – or the "campaign dungeon," as some preferred to call it – and that any attempt to play, let alone understand, old school D&D, as we were all attempting to do, required that you run a megadungeon campaign. And so I did, because I hoped that doing so would help me better understand aspects of D&D's history and design that had eluded me when I was a callow youth.

Another important foundation of the Dwimmermount campaign – and indeed my entire philosophy of coming to grips with OD&D – was the principle that "D&D is always right." By that, I simply meant that, despite the claims of its detractors over the decades, D&D's design was not haphazard but intentional. What's there in its rulebooks is there for a reason and we'd do well to understand this before tinkering with them unduly. This is not the same thing as saying that everything that's in D&D's rules always works to our satisfaction (or even the satisfaction of its designers), only that, before casting aside something about the game you don't like, consider for a moment the possibility that that something might, in fact, be a load-bearing wall.

That's why, during that campaign, I permitted the use of the spell raise dead, even though I was philosophically opposed to it. When I say "philosophically opposed," I mean that I initially accepted the idea, common in the early OSR, that old school Dungeons & Dragons was inherently and unalterably high lethality, with characters dying left and right. "Fantasy fucking Vietnam" was how it was sometimes described. Likewise, the renewed emphasis on pulp fantasy – strongly championed on this blog – was seen as requiring a style of play in which death was both omnipresent and permanent

Consequently, I wanted to embrace this ethos in the Dwimmermount campaign, but doing so contradicted "D&D is always right," so I, with some reluctance, allowed the use of raise dead. I vividly remember that there was some disappointment, among my readers that I'd "caved" on this point, since I'd previously written about my discomfort with the spell and how I felt it ran counter to the "mood" I was trying to bring to the Dwimmermount campaign. Even so, I permitted it, because the rules did and, as I already said repeatedly, I wanted wrestle with OD&D on its own terms – and, from the beginning, Dungeons & Dragons has had a spell that enabled the restoration of characters to life.

I adopted a similar mindsight when I refereeing my decade-plus Empire of the Petal Throne campaign, House of Worms. Because its underlying rules so closely mirror those of OD&D, EPT also includes several means to bring back the dead, including a spell accessible to player characters. During the course of the campaign, only one player character ever died – Aíthfo hiZnáyu – but he did so twice, which is certainly an unusual distinction! I permitted it, because the rules allowed it and also because the other players, knowing this, chose to make an effort to resurrect Aíthfo, in the process creating some very memorable adventures in Tékumel.

Still, I remained somewhat sheepish about all of this. My innate sense of consistency ensured I'd try to play by the principle ("D&D is always right") I'd laid down at the start of the Dwimmermount campaign, but I did so through gritted teeth. On some level, I shared the disappointment of readers who felt I'd "wimped out" by allowing the use of raise dead. Dwimmermount was, as I've noted, born out of my love of pulp fantasy of a particular kind that did not include easy resurrection in this fashion. Was I betraying its inspirations by being so casual about its use? At the time, I thought so. Even a few years ago, I groused about my decision.

Recently, though, I've come to accept my decision without any reservations. I've come to realize that I did the right thing in both cases by allowing the resurrections. My feeling increasingly is that there's altogether too much whining about how, on the one hand, "save-or-die is unfair" or "level drain is cruel" and, on the other hand, "healing is too commonplace" and "life restoration should be harder, if not impossible." My way of thinking nowadays is that these two extremes – which, to be fair, most players don't espouse – are mirror images of one another, each being founded in not taking Dungeons & Dragons as it is and has been from the beginning and instead substituting a different game in its place. 

That's not a unique sin; I'm as guilty of it as anyone. However, with the benefit of some distance, I've come to realize that many common complaints about D&D (or any roleplaying game) come from a failure in looking at the game design as a whole and instead fixating on only some of its parts. Is save-or-die really unfair? In a game where there are innumerable means of returning a character to life, I don't think so. In most cases, death in Dungeons & Dragons is just a setback and the rules provide a myriad of means by which to overcome it. Why not accept that?

That's more or less where I am right now on the question of death and resurrection in D&D and its derivatives and descendants.