As a player as well as a builder, I adhere to the following two tenets:
1. This is a game. Everything should be as fun and enjoyable as possible.
2. Because this is a game, the player should feel constantly rewarded, and never punished. Otherwise, they should go and play something else.
...That is why I don't believe in static penalties on dying. Nothing is going to make me quit a server faster than spending 2 hours in a dungeon only to die, and lose all/most of the XP I just farmed up due to a stupid death. That's just asinine and insulting. The idea of actually experiencing permadeath due to some similarly ridiculous scenario is grounds for me giving a server a 1.0 out of 10 on the vault. My character is a significant investment of my time - if a DM or admin decides that they can flush that time investment down the toilet because of some love of realism or whatever, they don't deserve my patronage.
That doesn't mean that death can't have an impact on the game, however. I'll use my own server's death system as an example:
When a player dies on the server I'm building, he can elect to respawn. If he does so, he is teleported to the afterlife, a dreary, bland expanse called Sheol, and has his appearance changed to that of an amorphous soul-blob. In Sheol, the player can talk to other dead people, he can actually perform quests and gain XP by performing tasks for them.
Once the player has had enough of exploring and questing in Sheol, he can go to a tower standing in the middle of the otherwise vast, empty plain. Within is a strange fellow with whom the player may bargain. If the player has something he wants, he will agree to send the player back into the world of the living.
If the player does not have something he wants, then he will be stuck there until his friends can perform a DM-quest to get him out. Regardless of how he gets back, he needs to beat a pretty severe will save to remember anything about his time in Sheol.
...There. No penalties, no punishments. The player feels like they're having fun and experiencing new game content even while dead. They're not robbed of XP or money, and yet there's still the possibility of extended quasi-permadeath scenarios if their friends aren't quick to fetch them from the underworld.
I don't believe that dying constitutes some kind of failure that needs to be punished. The people in this thread that do strike me as, to be quite honest, a little masochistic. It's a game. There's nothing fun about losing the character you've been building and the relationships you've been forging with other characters because the spawn trigger created one too many goblins for you to kill in time. There's nothing fun about being faced with monumental XP/GP taxes on respawning. It's just not what I want to deal with at the end of a long, hard day, when I log on to enjoy a little game time.
Modifié par Eradrain, 08 septembre 2010 - 07:25 .