[DGD] Life and death
bart at wotf.org
bart at wotf.org
Mon Feb 5 19:29:42 CET 2018
That sounds like a pretty cool idea, and takes the idea of 'death' being a
playable part of the game quite far.
Bart.
On Sun, 4 Feb 2018 07:45:01 -0800, Dread Quixadhal wrote
> An idea I had, years ago, was to build a parallel world that would
> run alongside the normal one the players interacted with. Not ALL
> areas would be mirrored, only places where there were high
> concentrations of the living, or where many deaths happened. The
> mirror world would be the land of the dead, and the imagery used
> would reflect what the normal world looked like, but darker, and
> described as indistinct, as if shrouded in fog.
>
> When a player died, instead of springing back to life, they would
> shift into this ghost world. As a spirit, they would gain new
> abilities and generally be more powerful than they were in life, but
> they would have only very limited ways to interact with the normal
> world. They could see the living as shadows in the places where the
> two worlds overlapped, and a spirit could spend some energy to
> affect them (perhaps giving them better luck, or worse luck), or try
> to communicate with them (usually only effective if the living is a
> cleric or other spiritualist).
>
> In my design, the goal of the living world would be to constantly
> find new ways to extend the life of your character, as every
> character would be given a death date as part of the character
> creation process. As you die, or are seriously injured, that day
> would be pulled closer to the present. Various things you could do
> or find in the game world would let you push that date further
> away… but with diminishing returns, so you had to constantly find
> new ways to solve the problem of your mortality.
>
> In the ghost world, the goal is different. You’re already dead,
> and you now seek to become more powerful so you can exert influence
> over the mortal world, and dominate the ghost world. Part of doing
> this would be to absorb the dying essence of NPC’s as they were
> killed. The challenge is to find them very soon after they die, as
> they become more powerful and harder to absorb if left alone to
> attune to the ghost realm.
>
> Of course, you can also choose to find a way to return to the land
> of the living, by returning to your corpse’s location and allowing
> a cleric to pull you back to your body. This becomes more difficult
> as time passes, and there’s one final piece to the puzzle of risk
> vs. reward. A mortal can die many times, but a ghost is already
> dead and can only be destroyed. If you die in the ghost world,
> it’s perma-death and you will be rolling a new character.
>
> So for the players, the risk vs. reward would be interesting.
> Staying in the ghost world can get you more experience, faster than
> being in the mortal world. There might even be abilities you can
> learn that could be taken back to the land of the living, but can
> only be learned there. But, the longer you spend there, the harder
> it is to leave… and being killed is the end of your story.
>
> Sent from Mail for Windows 10
>
> From: bart at wotf.org
> Sent: Sunday, February 4, 2018 5:49
> To: All about DGD and Hydra
> Subject: Re: [DGD] Life and death
>
> How one would balance death heavily depends on the design and goals
> of the game. 'Role playing game' really doesn't tell enough about
> that to say anything useful about this beyond that death should not
> be meaningless, but should not carry such a big penalty that it
> removes the incentive to play. However, what that means is really
> not something one can say anything about without involving lots of
> detail on how the game in question works.
>
> Btw, I've always liked the idea of death being a playable part of
> the game, one that opens up game content you normally won't get to
> see, but, that is merely a tool to both ensure its not meaningless
> and to kindof restrict the penalty. What is the right balance? well,
> to point at one detail you need to add at the very least: what can
> be gained by risking death? Another detail: how big is the impact on
> the specific character in question? Those are just 2 details one
> really must know to say something useful about balance of death,
> there are many more. Hence, beyond some very general ideas, I really
> think death balance is something you should be discussing with a
> person who is intimately aware of, and involved with the specific
> game for which you want to discuss death. No, 'role playing game'
> really does not convey enough information, there are simply way too
> many variations on that theme, all of which will come with their own
> meaning of life/death and hence will require different
> implementations and balance of death.
>
> Bart.
>
> On Sat, 3 Feb 2018 08:40:47 -0800, Raymond Jennings wrote
> > So, due to some issues that came up in a roleplay I was recently
> > attending, I was wondering about life and death as a game design and
> > balance standpoint.
> >
> > What do you all think?
> >
> > For my part, the RP in question had a grim reaper character who
> > doubled as the afterlife's sheriff. People who resurrected too often
> > were put on a "list", and the next time they died and left their
> > souls in the clutches of the reaper they were simply erased from existence
> > as punishment for scythe dodging.
> >
> > On ironclaw online, on a strict storyline basis, not many even
> > resurrected, but the PCs were basically a special class that fate
> > just happened to privilege, and until then you just hung out in the
> > afterlife. First, a race against the clock to have your body found
> > before NPC priests collected it, and then a race against the clock
> > between NPC priests and PC priests to revive you first. All of that,
> > of course, presuming that you haven't been excommunicated.
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