<getting that fanatic look...>
Queensilverwing wrote...
I like the way you describe handling death, which isn't death so much as more often serious harm etc...on both sides.
Actually, that's the point. You redefine death as *death* and use other mechanisms for set-backs. Death will be possible, but is no longer a
viable tactic. <how he does love oxymorons... death, a viable tactic ;-P>
@Henesua - You ideas on death by a main NPC are great, using a cutscene to finish the story means that the replayablity factor is good. That kind of death I don't mind at all, it is a story all it's own...and would certainly encourage me to do my best to not die *grins*
He actually phrased it better than I did, but the idea is the same... *if* you have to die, it should be a critical point in the story and be very context sensitive (good point H! :-)
I'm still sort of leaning to the other side of the whole idea that 'death must mean something'. On the one hand I see that it encourages players to care about their PC and the world around them. On the other, it kind'a forces a type of reality on me that I don't really want in my gaming. While I'm more fond of some of my PCs than others, I don't want them to live through me, but I do want to live an adventurous life through them. I want to take risks, sometimes they may even be stupid risks. They are my release from reality and if they die 10 times in a week of gaming, all I have to ask myself is 'yeah, but was it fun?'. If the dying was from boredom that would be horrid, if it was from battling against the odds just to see how far I could get, that is the challenge I'm looking for. Eventually I'll figure out how not to die, or walk away knowing that I can come back another time stronger and more able to beat the challenge.
But if a server had permadeath, then my chances of keeping my PC would be limited. If I can't go off alone at times and just push her to her limits without fear of loosing her just when she was becoming interesting, then that may well take away from my gaming enjoyment. I would be forced to work within a party, and well, sometimes I just want to roam alone so I don't have to expend energy on RP or worry that I gotta watch someone elses back all the time.
I guess that is where the SP environment comes into its own, although I'd still crave the solitude online as well.
I really do have to go through the ancient parchment and see if I have a copy of my essay...
Take every place you said "died" or "dying" and change it to "was hurt horribly" or "getting hurt horribly".
Death is easy. So recovering from death must be easy, or it is very un-fun.
If you make the consequences of dying extreme, then dying must be *
hard* to do. These are heroes... the first puffed up rat they encounter *can not* kill them... just hurt them horribly.
Once you change the paradigm of death being a tactic, you have to change *everything* related to death. You can *not* make the players afraid of risk or even mildly annoyed at the mechanism. You *have* to provide an *alternate* playing style that is viable, fun and personally rewarding.
A herd of wild spiders takes you down... <herd?> Hush, Bother. I'm pontificating <snort> They drag you to their nest (I *really* like where you're going H :-). You're hurt, alone. What do you do next?
- Old style... Sheesh, this is too hard... probably a dead end (pun intended) in the story... load last saved...
(The assumption is that the player bit off more than he can chew (DM error, actually) and that he needs to get back to the main plot thread to get anywhere)
- New style... Whoa. How the heck will I survive *this*? What a story it will make!
(The assumption is that the designer knows what he is doing and will not just throw the PC away for taking risks)
You need mechanisms to recover from player excesses, both intentional and un. You need mechanisms that are contextual and consistent with your mythos. You need mechanisms that are unique, rewarding in and of themselves. You need players to identify and care about their character. Most of all, you need players to *enjoy* playing and not want to stop!
Let me toss a few ideas out:
- Inheritence... if the PC dies the final death <redundant!> the player gets a new character... but
inherits both ability & goods from the deceased. The new character is not started from scratch, but given a huge boost as next of kin.
- Explicit death. Any time someone attempts to kill an intelligent being (NPC or PC), they will have to declare *explicitly* that they are commiting murder. This *will* have consequences, both public (*if* witnessed) and religious (the Gods participate in Amethyst ;-), not just for the murderer, but for the victim's friends, family and *matron diety*. Only named, plot NPCs will ever commit murder. Only terribly evil (griefers are in that category) PCs will commit murder.
- Divine intervention... How do you handle griefers? Personally? How about tracking murder? When a griefer is about to murder one of your eldest and most beloved PCs, what would happen if the appropriate Goddess manifested and shook her finger under his nose... with consequences? Hmmm, you *do* have mechanisms in place for "sensing" alignment actions and faction readjustments, right?
<...in his killer's eyes>
Modifié par Rolo Kipp, 21 septembre 2011 - 06:08 .