[MUD-Dev2] [DESIGN] Perma-death

Dana V. Baldwin dbaldwin at playnet.com
Tue May 15 18:30:58 CEST 2007


Ammon Lauritzen wrote:
> One of my most memorable deaths back when I played the game was caused
> by lag in a PUG. I was annoyed initially, but the experience of getting
> me put back together made me some friends that would otherwise just have
> dissolved back into anonymity had our little play session gone
> flawlessly.
>
> Discworld deaths don't discourage people from taking risks. There are
> plenty of ways of avoiding death, and the buffer lets you make and learn
> from mistakes.
>

As an add on to my previous comments on Hackmaster, they run a very cool
system as well. Being brought back to life has several options. A
diamond to the nearest healer is a great start but make sure he is
pretty high level or you might come back a little bit dumber or weaker
than you were before. Alternately wait too many days to raise the cash
for a res or get back to town and what you're resurrecting might not be
worth having around anymore.

I like your examples because to me they speak to the heart of what is
appealing about death. It is risk and agony but it is also the stuff
that legends, and great stories and often good friends are made of.



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