Rework "Death" and going to Myrkul
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- Rask
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Rework "Death" and going to Myrkul
Revivify gave me a bit of an idea.
Rather than make dying go to Myrkul and go through the whole thing (This sort of makes death mean nothing. ) have characters instead respawn inside of a temple/hospital instead. Perhaps an area with healers/clerics instead who function like Myrkul, but have a speech about being able to heal your near-death injury and help you get back home (Server 1 or 2. ). I think it would just go a long way into making things feel a bit more sensible.
Rather than make dying go to Myrkul and go through the whole thing (This sort of makes death mean nothing. ) have characters instead respawn inside of a temple/hospital instead. Perhaps an area with healers/clerics instead who function like Myrkul, but have a speech about being able to heal your near-death injury and help you get back home (Server 1 or 2. ). I think it would just go a long way into making things feel a bit more sensible.
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- selhan
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Re: Rework "Death" and going to Myrkul
100!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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- DaloLorn
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Re: Rework "Death" and going to Myrkul
... But what if you're not respawning, and intend to wait for a player to rescue you? Or if you're in the middle of a DM event? 

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Re: Rework "Death" and going to Myrkul
I would be more supportive of the Fugue being made more clearly an OOC construct, rather than a narratively supported location.
As I see it, the character is in the fugue only because the player has to mechanically be somewhere while coming to a decision either to self-revive, or while waiting for their allies to do things. It's not because the character's soul or body is somehow moved to wherever the player is waiting.
Also, going to Myrkul currently is counterintuitive. Myrkul got mortaled just like every other god besides Helm, so even if you treat it as a narrative location, there is a clear violation of narrative consistancy.
As I see it, the character is in the fugue only because the player has to mechanically be somewhere while coming to a decision either to self-revive, or while waiting for their allies to do things. It's not because the character's soul or body is somehow moved to wherever the player is waiting.
Also, going to Myrkul currently is counterintuitive. Myrkul got mortaled just like every other god besides Helm, so even if you treat it as a narrative location, there is a clear violation of narrative consistancy.
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She seems unusually interested in cursed items.
She has also been seeking a variety of gems and stones.
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Re: Rework "Death" and going to Myrkul
agreed on all accountsKitunenotsume wrote: ↑Tue Jul 05, 2022 3:52 am I would be more supportive of the Fugue being made more clearly an OOC construct, rather than a narratively supported location.
As I see it, the character is in the fugue only because the player has to mechanically be somewhere while coming to a decision either to self-revive, or while waiting for their allies to do things. It's not because the character's soul or body is somehow moved to wherever the player is waiting.
Also, going to Myrkul currently is counterintuitive. Myrkul got mortaled just like every other god besides Helm, so even if you treat it as a narrative location, there is a clear violation of narrative consistancy.
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Re: Rework "Death" and going to Myrkul
Rask’s original intent could still have merit even with the mechanical need for fugue. Just if you need to respawn from fugue you end up in a temple as a respawn point.
- Steve
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Re: Rework "Death" and going to Myrkul
How about when your PC dies, it just stays “dead” on the ground, where it perished, until it is collected there and Raised, or, the next Server reset.
I mean, make death kinda be like Death.
I mean, make death kinda be like Death.
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Re: Rework "Death" and going to Myrkul
This is how I've seen it ever since I first started on the server 5-6 years ago. "Dying" wasn't actually dying. If I had to rez via Myrkul, I'd make a plausible reason as to why/how my toon barely escaped with their lives. The only time my toons "died" was during PVP where the opponent won and killed them, or in DM events when the DM said they died, rather than just being knocked unconscious.Kitunenotsume wrote: ↑Tue Jul 05, 2022 3:52 am I would be more supportive of the Fugue being made more clearly an OOC construct, rather than a narratively supported location.
As I see it, the character is in the fugue only because the player has to mechanically be somewhere while coming to a decision either to self-revive, or while waiting for their allies to do things. It's not because the character's soul or body is somehow moved to wherever the player is waiting.
Also, going to Myrkul currently is counterintuitive. Myrkul got mortaled just like every other god besides Helm, so even if you treat it as a narrative location, there is a clear violation of narrative consistancy.
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- Kitunenotsume
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Re: Rework "Death" and going to Myrkul
Maybe we could make it a fancy lounge with concierge service and a revolving door.
I play a baker. Sometimes she provides counseling or treatment.
Ask about our Breadflower daily special to save five coppers off a purchase of five pastries.
She seems unusually interested in cursed items.
She has also been seeking a variety of gems and stones.
Ask about our Breadflower daily special to save five coppers off a purchase of five pastries.
She seems unusually interested in cursed items.
She has also been seeking a variety of gems and stones.
- Moonsong
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Re: Rework "Death" and going to Myrkul
The idea od some kind of lounge is actually not bad, where the soul meets Myrkul or who ever after he will die. But given the ToT situation, i wouldn't only worry about the mechanics....
With the gods not being in their homeplanes, where does the soul go if anyone dies?
With the gods not being in their homeplanes, where does the soul go if anyone dies?
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Bio - Look to the stars, and inside your heart
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Tiawyn's Artbook - From the innermost.
Please keep drama 100 feet away from me at all times. Thanks.
- selhan
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Re: Rework "Death" and going to Myrkul
I miss the old Fugue map where you walk in the city of dead and surrounded by the wall of the faithless lol. It always gave that feeling of ..*Yup you screwed up*
“We drink to get drunk, we get drunk to fall asleep, when we fall asleep, we commit no sin, when we commit no sin, we go to the Heaven's."
Bartender of the Broken Goblet - "What's yer Poison?"
Click to find out what time is it for the Bartender
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- zhazz
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Re: Rework "Death" and going to Myrkul
I made a similar suggestion months ago. Don't think anything ever came of it.
The whole death-mechanic on BG has always bothered me.
viewtopic.php?f=446&t=74869
The whole death-mechanic on BG has always bothered me.
viewtopic.php?f=446&t=74869
- Kitunenotsume
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Re: Rework "Death" and going to Myrkul
That actually was actioned on. Currently the damage states and spells consider that a character is more likely incapacitated and unconscious than they are likely to be actually dead.zhazz wrote: ↑Thu Jul 07, 2022 2:33 pm I made a similar suggestion months ago. Don't think anything ever came of it.
The whole death-mechanic on BG has always bothered me.
viewtopic.php?f=446&t=74869
I play a baker. Sometimes she provides counseling or treatment.
Ask about our Breadflower daily special to save five coppers off a purchase of five pastries.
She seems unusually interested in cursed items.
She has also been seeking a variety of gems and stones.
Ask about our Breadflower daily special to save five coppers off a purchase of five pastries.
She seems unusually interested in cursed items.
She has also been seeking a variety of gems and stones.
- Lambe
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Re: Rework "Death" and going to Myrkul
You could have a prompt come up upon death stating "You have fallen" then give two options to click " Snooze" or "Lose". Maybe make it snooze for 10 minutes before asking again. This system has been done before.