Post
by Raona » Wed Apr 30, 2008 10:43 am
There's a bit of a vicious circle to this problem, I'd venture, in that if you and your cohort die often, you get tired of (even very well done) death and return-to-life RP's. You want to "just hurry up and get back to the adventure," because (at best), you've seen many death RP's before, and there's only so much variation on a theme. Besides, your group wants to get to the bottom of Thisdungeon before someone has to go to bed. If death is an unusual occurrence, I think everyone involved is far more willing (and likely to be appreciative) of significant RP.
Some PC's seem to bite it very often - you know, the ones where someone says "Sonso died again" and everyone around (well, at least the Ilmateri) struggles to respond ICly, rather than just shrug and roll their eyes, which is what they are doing OOCly. Some people respond to frequent death by finding ways to come back without "bothering" anyone, others are entirely willing to ask others to bail them out repeatedly. But a cavalier attitude is perfectly appropriate for some PCs (think Tempurians), so as much as I otherwise like the risk-of-perma-death idea, I can't back it, for that reason.
I also believe that for many new MUD players, death is plenty traumatic - in pen and paper D&D, unless you had a pretty advanced group, death was...death. Roll a new character. But maybe my DM's were extra-harsh. In any case, I don't want to make it more difficult - or traumatizing - for players dying for the first time. I know I was all squirmy my first time. I only had 24 hours to find a way to come back?!? I was in a panic.
I guess my bottom line is, I'd back something that was able to effectively target those players who's PC's didn't treat death with anything approaching an IC response, without making things harder for the well-RPed Tempurian or the newbie. But making that differentiation, especially automatically, is difficult indeed.