[MUD-Dev2] [DESIGN] Perma-death
Jeffrey Kesselman
jeffpk at gmail.com
Tue May 29 12:20:56 CEST 2007
On 5/24/07, Tess Snider <malkyne at gmail.com> wrote:
> On 5/23/07, Jeffrey Kesselman <jeffpk at gmail.com> wrote:
> > On 5/22/07, Phillip Lenhardt <philen at monkey.org> wrote:
> >
> > > > 5.) The player must be able to make a new character with the same --
> > > > or roughly the same -- level of ability as the old one.
> >
> > This is a problem. I've already seen it in action.
>
> The original question was: "Is there /any/ ways perma-death can be
> implemented without being hated by players?" That was the question I
> was answering.
If perma death has no effect other then a minor name change, can you
really call it "perma death" at all?
Id say no.
> If you really want characters to stay dead,
The definition of perma-death, right?
>you need to court a
> player base that gives a damn about fictional coherence. And even in
> that case, the game mechanics won't make any difference.
So what your really saying your position really is, is that
perma-death is not just impossible to make desirable, but impossible
to accomplish at all from a design
point of view. Yes?
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