[MUD-Dev] Maintaining fiction.

Matt Mihaly the_logos at achaea.com
Thu Jun 7 18:10:07 CEST 2001


On Wed, 6 Jun 2001, shren wrote:
> On Wed, 6 Jun 2001, Matt Mihaly wrote:
>> On Mon, 4 Jun 2001, Andrew Reisse wrote:
   
>>> A mud I played once a long time ago (it went offline, and I
>>> don't remember its name), had "temporary permadeath", where when
>>> you died, you didn't lose anything, no exp or items, you just
>>> had to wait half an hour, unless you got resurrected by another
>>> PC. Also you had to walk to a shrine as a ghost, and search for
>>> one if you didn't know where one was. I actually liked exploring
>>> as a ghost, because you could look around the dangerous areas
>>> and "consider" all the mobs there, while waiting, and without
>>> getting attacked.
 
>> There is no such thing as temporary permadeath. Either you are
>> permanently dead or not. The discussion of what constitutes 'you'
>> is a worthwhile one, but you weren't questioning that.

> But by that definition, permadeath literally is impossible,
> because you can't remove the knowledge from the mind of the player
> upon death, which should be lost on death.  (Unless you reject the
> player from the mud permanently upon death and never let them come
> back.)

Not at all. My definition of permadeath is that _everything_ about
the character is gone. The character does not have knowledge. You
do.

--matt

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