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Week 6 Run: Death as Narrative Engine

Hades and the games that stopped treating failure as an interruption to the story and started making it the story

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29 March 2027

Most games treat death as downtime: a screen you wait through before the game resumes. Hades treats every death as the next beat of the story. That’s not free — it requires the narrative to be built to absorb repetition from the ground up.

Before the session

Play or watch enough of a run-based narrative game to see how it handles a death mid-story, and bring the moment where it either worked or didn’t.

In the session

We push on where the technique breaks: games where narrative death-as-progress would undercut the stakes it’s trying to build, and why.

Afterwards

Nothing due this week. Use the room to keep working on the checkpoint-design brief before it’s due in week 9.

The spec

What you bring to the session. Written so a reader can tell whether it has been met without asking you.

Teaching team