[MUD-Dev] Permadeath (was: Balance... RPG or Role-Playing Game?)
Eli Stevens
wickedgrey at wickedgrey.com
Mon Jul 31 17:20:16 CEST 2000
----- Original Message -----
From: "Mordengaard" <mordengaard at redhotant.com>
To: <mud-dev at kanga.nu>
Sent: Monday, July 31, 2000 2:28 PM
Subject: Re: [MUD-Dev] Balance... RPG or Role-Playing Game?
[snip other stuff]
> I'm something of a fence-sitter on the "permadeath" concept. As a player
I
> hate the idea of permadeath. Put me in a situation where I might
> permanently lose my beloved character which has (so far) had over two
years
> of playing time and I'm likely to run screaming. As a mud coder, however,
> and a "hobby" psychologist, I want my players to be -really- scared of the
> bits of data that represent Gorm, the Great Dragon of the Orclands. I
also
> want defeating Gorm to be a high point in one character or group of
> character's life/lives. This is partly because mobs in Yhared don't
> "repop", but are "seeded" into the world (but that's for a different
> thread). Slaying Gorm will be a major world event (and leaving me
Gormless,
> but that's nothing new :p), reducing the current dragon population by a
> third and earning major karma/kudos/money for the doer(s) of the deed.
BUT!
> where's the fear, the anxiety, the buttock-clenchingness about approaching
> Gorm's lair if you know that death will simply result in a quick trip to
see
> the Mistress of Death and the loss of a few bits of equipment?
> In a twist, can I suggest instead a number of "lives", less than a cat's
but
> more than a human's, so that losing one of these lives is a traumatic
> experience in itself (hopefully to the character, not the player), but
that
> the knowledge that "true" death is now a step closer might make the player
> more cautious. It's probably been tried before (I'm starting to think I'm
> not that original after all :p), but hell, the car's been done before and
> they're still bringing out new models. Game on.
A half baked thought that I will just throw out before I think about it too
much: What if only monsters on the order of Gorm cuase permadeath (or
multi-permadeath)? And only if the players are seeking Gorm out themselves
(it doesn't seem fair to send Gorm on a rampage through town and have him be
permakilling everyone). I think it would make for interesting dynamics:
assaulting a Big Bad Guy in his/her lair would be very dangerous, but when
they venture outside that lair, they become a much more attractive target,
simply because you can be killed without the permadeath. I think this would
cause a "rally to protect the city" mentality.
Of course, you would need to be able to send Gorm out to stretch his legs
every once in a while. >:)
<//> Silence is golden RUIN, v. To destroy. <\\>
|| Eli Specifically, to destroy a maid's ||
|| wickedgrey at wickedgrey.com belief in the virtue of maids. ||
<\\> www.wickedgrey.com -- Ambrose Bierce <//>
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