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Original post by OberonZ
What I suggest is different. When you die, you die. You body is actually interred in a cemitary (or whatever). You start a new character. However, this being a fantasy/sci-fi world and all, there should be a potion/ritual/artifact that would resurrect a previously killed character. This has alot of potential since a ritual could be a quest in itself. Also the ritual might require for X number of friends to give of their essesnce (HP or whatever) in order for the ritual to succeed. That adds a cool roleplaying element.
While I wouldn''t be entirely against someone implementing this in their own game, I wouldn''t put it in mine. Why? Because I like to emphasize realism (kinda), but more because this deadens the impact of final death, it gives the player a "way out". It changes the balance only a little, but enough to take most of the fear out of dying, hence leaving combat as a viable option for most problems. Guess what? It''s not.
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Another way to approach death is the way some Live Action Role Playing Games do it. One in particular, Legends, deals with death like so: When the character is created, based on the race and other factors, a certain number of "lives" is associated to the him or her.
Again, deadens the impact. Hence it undermines the entire system If you don''t pull any punches around death, fewer people will jump at combat for no reason. The second you make compromises, you return to a standard grab-bag MMORPG. Not that there''s anything wrong with that...
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I''d like to say something about repeated final deaths. A player creates a character and dies. He creates another character and dies, again, again, again, and again. Everytime they start over it''s the same ol'' thing: Create character, try to get basic equipment, try to get loot, die. Crap. That can get very very monotonous.
If death is truly something to fear, and combat occurs as rarely as I would like, then death would occur VERY rarely. Like, a given player of this game for a year MAY have died maybe once. Yes, you heard me. Of course, absolute death cannot be the only thing that will bring about that little combat... a variety of other techniques have been mentioned on this board. I would use all of them to the extent that they are beneficial.
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And lastly (yes I promise, this is the last thing), I think that the way a player plays should effect their future character. For example. Oorg the Barbarian is good natured, but not too bright. He is quick to anger and has been on the winning end of many a battle (say, level 20). However, Oorg has always been a pretty good guy: He played out on the "good quests", he gave lower level characers gits of items, etc. Now Oorg has met his match and die. The player starting a new character should have these factors alter the character creation process. Maybe he starts at level 2, maybe NPCs generally have a good disposition toward him (until they proove other wise), etc.
As we discussed earlier, a traditional leveling system would make this kind of game infuriating to play. I would have no intention of implementing one (not that I would anyway, right?) What we need is something that gives you almost instant gratification... you should only be as good as you are playing at the time, at intervals of like a week... Any ideas?
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Anyway, those are some more ideas to keep the fire burning :
Thank you for the suggestions, as they have lead me to the following conclusion...
I really am thinking of a VERY different game than anyone has ever played. Might be because I have absolutely ZERO interest in playing MMORPGs as they are now. (What did that other fellow call it? Mighty MORphin'' Power Gamers?) They seem so contrived but the technology has such potential!
The absolute death solutio is a microscopic cog in my catastrophic plan. Remove any of the elements that discourage combat and it WILL fall apart. There''s no two ways about it. So here''s the balance in a nutshell:
1. Death is Final. No going back. (''cept freak accident moderation.)
2. Combat is risky. Even old players can bite it.
3. Advancement is (somewhat)instant gratifiaction. Everyone is basically equal, but you carve out your worth based on how you spend your time. (still looking for suggestions)
4. There MUST be other ways to do everything. Combat should be the last refuge of the desperate, not worth doing unless you have no choice.
5. No (expendable) monsters. If you have no expendable species there will be no reason to constantly place your life on the line. No monsters at all might be an even better path.
6. No leaping treasures. Money doesn''t leap out to be taken. If you were to kill someone (insanely risky) you would also have to search the body. And fast.
7. You must have something IN CHARACTER for the players to desire. Power, women, fame, stability, revenge. Just so you understand, take another look at #4.
8. It must be super annoying to start from scratch if you are trying to build a supercharacter and kill someone/thing. It must be not annoying at all for people to start over if they simply want to roleplay.
9. If combat weren''t unattractive enough already, wound heal in realtime. So yes, if you do manage to kill the man who had his way with your sister and got a broken arm in the process, be prepared to deal with a broken arm for at least two-three weeks.
10. On a related note, no potions. This would make combat less risky. If you really MUST have potions, they should be fantastically rare... and just you try to whip it out in the middle of combat and drink it. =)
11. The last ten items hopefully decreased the worth of combat so much that when it happens it''s worth going to see! Hence, character death will become news, something people actually care about. Maybe once. In a year. Maybe.(actually, the total deaths for an entire system might run in the double digits if there''s no war on.)
You can undoubtably find more, but now I have these out on the table. I bet you''re thinking, this doesn''t even sound like an RPG! No monsters?! But, given the infrequency of death and the high likelyhood of political intrigue and personal plot development... the result will actually be very playable, I hope.
Now before you all jump on this, please stop comparing it to the MMORPGs that you have played. Please understand that if you liked those, you might not like this. Please understand that my PARENTS are far more likely to enjoy this kind of game than your average EQ player. But also understand that there IS a balance here, if you don''t make any consessions to cliche or tradition.
Wow, that''s long. Thanks, if you read it all.