Optional Permadeath - implemented.

For Issues, Ideas, or Subjects That Do Not Fit Elsewhere

Moderators: Moderator, DM

Ewe
Posts: 208
Joined: Wed Feb 28, 2018 2:01 pm

Re: Optional Permadeath - implemented.

Unread post by Ewe » Tue Dec 03, 2019 1:35 pm

Tanlaus wrote:
Tue Dec 03, 2019 1:21 pm
I’m not sure I’d agree with a perma only dungeon. Even though I plan to make a perma character, it doesn’t feel right to lock other players out of any areas, especially new areas. Punished people who may not have the time or desire to play a perma character.
Well yes and no. I mean there's plenty of areas my character cannot go in the game. For example, all the guild halls (I hear there's an entire dungeon in the SCCE vault). I don't think every PC can go everywhere. But I don't want to sidetrack this thread.

User avatar
Hoihe
Posts: 4246
Joined: Thu Nov 03, 2011 2:25 pm
Contact:

Re: Optional Permadeath - implemented.

Unread post by Hoihe » Tue Dec 03, 2019 3:58 pm

Warath wrote:
Tue Dec 03, 2019 12:31 pm
1. Is there an option at a later date to have some sort of indicator/coloring on a players name to indicate they are a permadeath character?

4. Is anyone interested in creating a permadeath guild?
Ewe wrote:
Tue Dec 03, 2019 1:06 pm


4. Perma Only Dungeon?
An end-game dungeon that can only be accessed by perma characters? Not sure how this would work lore wise, but it would give some incentive to people trying to level up one without giving any direct mechanical advantage.
I will start with the following:

With the system as it is implemented, I am perfectly fine with.

However, I do not believe it should be changed in any way regarding the above suggestions.

Warath's suggestions would be prone to abuse in. As Doom has put it, this whole debacle should be a private affair for the player doing it and the player above. Other players and even DMs (without having to var dive at least) should not be able to tell who is and isn't of "Mark of Death" alt-ruleset, nor should the player be able to produce any kind of proof that they are until the last death.

This will protect us from whatever sort of discrimination that might happen - be it in form of people avoiding the character for not wanting to deal with the pain of forming a friendship for that to abruptly disappear, or DMs/guilds favouring PCs who have it and ignoring everyone else who doesn't.

In fact, if this was provable in any way, I can imagine intrigue guilds demanding it in some way to ensure they can permakill traitors in a mechanically enforcable way without going through the DMs. While yes, PvP cannot perma someone, it doesn't take much challenge for a bit of OOC peer pressure to force someone to pve die enough times for it to kick in.


For Ewe -

The system should have absolutely no incentives to it.

It is a classic policymaker's trick to do the following.

Policymaker wants people to do a certain thing, but they cannot explicitly force anyone to do it.

Policymaker implements a system that rewards those who do a certain thing.

Some time passes.

Policymaker implements a general negative policy that affects everyone. It just so happens that the system they implemented some time ago happens to cancel out the negatives of this system!

Essentially, they managed to make a policy that implicitly punishes deviations from the certain things, without it being written anywhere.


In our case, we can have such happen by having devs/admins, over time, replace current end-game dungeons with permadeath ones - not at once, that'd be too obvious, but in a manner of a slow fall.

While yes, they could change the rules as it is, making such an explicit rule change at once is bound to have repercussions that even mellow people would have issue with. A slow fall however can make those with mellow opinions side with what appears to be the status quo if introduced slowly enough.

I believe one must examine a system and see how people with an agenda can use it to encourage their own agenda.



So once more - current system is fine, but it should remain 100% private with no way for players to tell at all, and for a DM to tell - they must go var diving. It should also have no incentives to it, for incentives can be used to balance out general nerfs, making deviations suffer implicit punishment.
"The desire to build a house is the tired wish of a man content with a single anchorage. The desire to build a boat is the desire of youth, unwilling yet to accept the idea of a final resting place."
"The wind and the waves are always on the side of the ablest navigator."

User avatar
Tsidkenu
Posts: 3877
Joined: Tue May 27, 2014 12:04 am
Location: Terra Nullis

Re: Optional Permadeath - implemented.

Unread post by Tsidkenu » Tue Dec 03, 2019 8:20 pm

Warath wrote:
Tue Dec 03, 2019 12:31 pm
1. Is there an option at a later date to have some sort of indicator/coloring on a players name to indicate they are a permadeath character?
If a player wants to trumpet their permadeath status, they can put it in the top line of their "Examine" bio.

I personally wouldn't because you're just asking for some troll griefer to give you a freebie to the Fugue.
Formerly the player of:

Mae yr Machshikhah - Pryat of Helm [Bio] [Retired]
Schezalle - The Black Claws Baeqeshel [Bio] [Retired]
Araphella - Whispers of Oblivion [Bio] [Retired]
Aeili Azenci - Baelnorn of Mystra [Bio] [Deceased]

Off exploring the Electroplasma Universe.

User avatar
K'yon Oblodra
Recognized Donor
Posts: 847
Joined: Wed Oct 28, 2009 3:38 am
Location: Berlin

Re: Optional Permadeath - implemented.

Unread post by K'yon Oblodra » Wed Dec 04, 2019 2:04 am

gotta make sure to have mastery of shaping on XD, just recently blasted someone to smithereens XD
K'yon Oblodra
Associate Necromancer of the school of Necromancy
Silent seat for the school of Necromancy

Post Reply