Player kill and memory

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Haroshia
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Re: Player kill and memory

Post by Haroshia »

Irongron wrote: Fri Jul 09, 2021 3:51 pm
Here are a few of the conculusions I have reached, though none of them is the 'answer' players may be seeking.

- Permanent subdual (never-death) would likely make PvP be treated even more lightly.

- Forgotten Realms is not the real world, death is painful, but not often final, and the afterlife is a confirmed fact, as such, we shouldn't expect (or desire) it to be treated with the finality as we might.

- Conflict between characters is far more interesting when not settled by PvP

- As a developer, if we encourage PvP resolutions, with systems such as the old settlement 'war' mechanic, or the current assassination function, or simply by having the loser pay a significant price in XP, we will see more of it.

- PvP, in moderation can be great fun, but can absolutely become stale and tired when repeated every second day.

- Many players level to 30 as fast as possible, so as to join the merry-go-round of relentless PvP

- For most, winning is far more fun than losing.

- PvP continues to cause sore OOC feelings.

- Level 30s start fighting because they've got nothing better to do with that investment.

Overall, I guess? I'd just rather players didn't desire to shut others down quite as frequently as they do, and to concentrate on story and atmosphere, to allow other space to play and realise their concepts without quickly trying to grind them into so much paste. I have no answers here, beyond a hope that players and DMs work together to do so something more interesting with this world.
Agree with all of these points, especially the bit about death being treated with finality and conflict not being settled by PvP is far more interesting. Unfortunately that seems to contradict people's desire to RP that killing IS the "be all end all" solution to dealing with problems. I think a lot of this stems from PvP being the only non-consensual conflict-resolution method available in the game.

I have gotten no end of grief both IC and OOC for RPing in a way that tries to find solutions to conflict that aren't just killbashing the "bad guy". I know my experience in this is far from unique. "Why didn't you just kill them on sight? You must be their ALLY!" is a common thing that happens. I think this stems from two people having very different points of view on how killing and death are treated. If you have two people that can't agree on these fundamental rules of the world, then I can't find a resolution to this argument.

What is a proper way to respond to this ICly? How can we handle these kind of arguments in a way that doesn't strain the setting? I've been struggling with this for a while and I can't find a good answer. The mindsets are just too contradictory to live in the same setting.
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Re: Player kill and memory

Post by Curve »

Haroshia wrote: Fri Jul 09, 2021 6:58 pm What is a proper way to respond to this ICly? How can we handle these kind of arguments in a way that doesn't strain the setting? I've been struggling with this for a while and I can't find a good answer. The mindsets are just too contradictory to live in the same setting.
You and your character have to stop caring. I wish I could give a more finesse answer, but this is legit how I've handled it. If people are griefing you ooc then stop talking to those people, they are wrong.
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Re: Player kill and memory

Post by Haroshia »

Curve wrote: Fri Jul 09, 2021 7:25 pm You and your character have to stop caring. I wish I could give a more finesse answer, but this is legit how I've handled it. If people are griefing you ooc then stop talking to those people, they are wrong.
How do you stop caring about it ICly when people are PvPing you over it? Do you just ignore and invalidate the deaths caused by them, because that seems to just perpetuate the problem. Not saying this for the sake of argument by the way, just genuinely asking. I've had this though process a lot, as I've said, and I just go around in circles.
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Re: Player kill and memory

Post by Curve »

Haroshia wrote: Fri Jul 09, 2021 6:58 pm I have gotten no end of grief both IC and OOC for RPing in a way that tries to find solutions to conflict that aren't just killbashing the "bad guy". I know my experience in this is far from unique. "Why didn't you just kill them on sight? You must be their ALLY!" is a common thing that happens.
So, it is hard for me to comment without having a one on one conversation. Shoot me a PM if you are interested in that sort of thing. I will say that I give this advice from experience. If I was part of some specific (Church of X for example) or general group (Citizen of Y for example) and my character was trying to find non-PvP paths towards handling conflict and I was being PVPed, IC and OOC griefed for that? I would ooc stop speaking with them. People who grief you are not healthy to be around in any capacity ooc. That is a general rule for healthy internet living. Then comes the IC part because you want to continue to play your character and that makes sense. I would personally separate from the groups that are acting this way, one way or the other. The justification seems as plain IC as it is ooc. These people are acting like psychopaths and crazy murderers who I have no interest in being around.

The healthy way to do all this is to not care what they are saying about you. If you are in communication with these seemingly toxic players it is harder to stop caring and create space. So when I say stop caring, I mean it. I swear to you that your time on Arelith will be more heathy and more fruitful if you stop playing with mean people.

This is good advice,
Zavandar wrote: Tue Jul 06, 2021 5:28 pm Act like death is permanent. Acting otherwise is much more detrimental.

If people give you crap IC, whatever. RP it. Culture changes by people being the change they want to see. If people give you crap OOC for it? Who cares, they're being dumb.

So many problems come from well-meaning people trying to please uncool people.
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Re: Player kill and memory

Post by AstralUniverse »

Irongron wrote: Fri Jul 09, 2021 3:51 pm I'm not going to retread the reason that I explicitly made the 'Memory of Death' thing a choice, that's already been more than discussed above, but I can see this conversation has expanded into the 'Consequences of Death' discussion, and how that plays into PvP. I can't give any firm policy answers, or any kind of magic solution that will make this work, but I can give my own analysis, and in doing so hopefully explain why I find it such a tricky issue to approach from a development standpoint.

So, basically when we talk about the 'consequences of death' we are basically asking the question, 'Are they taken too lightly?' but there are very much two perspectives here, that of the killer, and that of the victim.

The victim, is empowered by death as a minor inconveneince, and something they can choose to remember, and thus respond to, even in defeat. They will repeatedly poke the bear, knowing that they have little to lose, save for having their pride damaged in defeat.

The killer, is empowered by a harsher policy. They get to truly 'punish' the other character, either by forcing on them the mechanical consequences of death, or by never facing consequences for their actions, because the wounded party isn't allowed to respond in RP.

The former, can give rise to an atmosphere of pointless PvP - life is cheap, and whether one is throwing it away, or taking it from someone, there is little incentive to take it seriously.

The latter can encourage PvP as the ultimate tool, allowing powerbuilt charactes of a higher level to decide who does or does not get to play unhindered. This would frequently become OOC when we had harsher death penalties, with players literally trying to use it to drive others from the server.

I've played long enough to hear all kinds of possible solutions, a reputation system that punishes the attacker, a permanent subdual setting, restricting PvP itself. THey all have significant drawbacks, and all come at a cost.

Here are a few of the conculusions I have reached, though none of them is the 'answer' players may be seeking.

- Permanent subdual (never-death) would likely make PvP be treated even more lightly.

- Forgotten Realms is not the real world, death is painful, but not often final, and the afterlife is a confirmed fact, as such, we shouldn't expect (or desire) it to be treated with the finality as we might.

- Conflict between characters is far more interesting when not settled by PvP

- As a developer, if we encourage PvP resolutions, with systems such as the old settlement 'war' mechanic, or the current assassination function, or simply by having the loser pay a significant price in XP, we will see more of it.

- PvP, in moderation can be great fun, but can absolutely become stale and tired when repeated every second day.

- Many players level to 30 as fast as possible, so as to join the merry-go-round of relentless PvP

- For most, winning is far more fun than losing.

- PvP continues to cause sore OOC feelings.

- Level 30s start fighting because they've got nothing better to do with that investment.

Overall, I guess? I'd just rather players didn't desire to shut others down quite as frequently as they do, and to concentrate on story and atmosphere, to allow other space to play and realise their concepts without quickly trying to grind them into so much paste. I have no answers here, beyond a hope that players and DMs work together to do so something more interesting with this world.
Thank you for sharing your long time observation. It does make a lot of sense over all. I think, in my personal opinion, that if I were to make a sum of all your conclusions, pvp death should have slightly harsher consequences than it has in current days. DMs very often tell us that repeated PVP against the same PC can result in MoDs and RPR evaluations so I think, under this policy, we can bring back the harsher exp penalties with the faith that the few bad apples who actually abuse such atmosphere and 'thrive' in it will be quickly revealed and dealt with, unlike a decade ago.

I do agree that memory lose simply isnt practical to enforce in this community, in these scales, and I'm content with the hope that the better roleplayers will be the change they want to see and be more impactful than the bad ones.
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Re: Player kill and memory

Post by Ninjimmy »

Curve wrote: Fri Jul 09, 2021 8:12 pm
Haroshia wrote: Fri Jul 09, 2021 6:58 pm I have gotten no end of grief both IC and OOC for RPing in a way that tries to find solutions to conflict that aren't just killbashing the "bad guy". I know my experience in this is far from unique. "Why didn't you just kill them on sight? You must be their ALLY!" is a common thing that happens.
So, it is hard for me to comment without having a one on one conversation. Shoot me a PM if you are interested in that sort of thing. I will say that I give this advice from experience. If I was part of some specific (Church of X for example) or general group (Citizen of Y for example) and my character was trying to find non-PvP paths towards handling conflict and I was being PVPed, IC and OOC griefed for that? I would ooc stop speaking with them. People who grief you are not healthy to be around in any capacity ooc. That is a general rule for healthy internet living. Then comes the IC part because you want to continue to play your character and that makes sense. I would personally separate from the groups that are acting this way, one way or the other. The justification seems as plain IC as it is ooc. These people are acting like psychopaths and crazy murderers who I have no interest in being around.

The healthy way to do all this is to not care what they are saying about you. If you are in communication with these seemingly toxic players it is harder to stop caring and create space. So when I say stop caring, I mean it. I swear to you that your time on Arelith will be more heathy and more fruitful if you stop playing with mean people.

This is good advice,
Zavandar wrote: Tue Jul 06, 2021 5:28 pm Act like death is permanent. Acting otherwise is much more detrimental.

If people give you crap IC, whatever. RP it. Culture changes by people being the change they want to see. If people give you crap OOC for it? Who cares, they're being dumb.

So many problems come from well-meaning people trying to please uncool people.
Respectfully, man, I dont think Zavanders advice IS that good in this instance (I generally agree with their RP philosophy but this ones proving an exception)

Like Irongron said, Death isn't a permanant end in the forgotten realms. To treat it as such is to ignore the setting and the mechanics of the server. Which you're free to do, just like you're free to RP an atheist or someone who doesn't believe in gnomes. But I don't think its the best approach to this situation, you can fear death and not wish to inflict it on others while also knowing its unlikely to be the last you'd see of them.

Not to mention, if someone is picking fights, avoiding them becomes a chore if they're just dedicated to tryna kill you and then its how serious do you take these constant deaths? -delete character and give them what they want so death still feels like it has weight?

I agree that the "oh, he'll be back in 4 minutes" stuff is some weak play and needs to be sent to the wall, but I dont think treating death as a definite end every fight is a smart way to go either.
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Re: Player kill and memory

Post by Spriggan Bride »

Knowing there's an afterlife and knowing the dead don't always stay dead doesn't mean it's not a thing to fear, if nothing else being made dead in Forgotten Realms means you may be sent somewhere you don't want to go as once you're at Kelemvor's Wall your fate is no longer yours to control. And yeah people come back but that's not a guarantee and again, it's out of your control whether that happens or not. Even if death isn't as mysterious and terrifying as in real life I think every sentient being knows it's still better not to die.

Isn't that enough? I don't think you should act like it's a minor inconvenience but going too far the other way doesn't work either unless you also want everyone to selectively reset their memory every time a character falls and comes back.
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Re: Player kill and memory

Post by AstralUniverse »

Ninjimmy wrote: Sat Jul 10, 2021 12:01 am Like Irongron said, Death isn't a permanant end in the forgotten realms. To treat it as such is to ignore the setting and the mechanics of the server.
This is the most unhealthy thing to the server, ever said on this forums. Your RP approach to death is really, REALLY lazy.

Also, if someone is really dedicated to killing you over and over again and PVPs you very frequently, just report them.
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Re: Player kill and memory

Post by Ninjimmy »

AstralUniverse wrote: Sat Jul 10, 2021 7:16 am
Ninjimmy wrote: Sat Jul 10, 2021 12:01 am Like Irongron said, Death isn't a permanant end in the forgotten realms. To treat it as such is to ignore the setting and the mechanics of the server.
This is the most unhealthy thing to the server, ever said on this forums. Your RP approach to death is really, REALLY lazy.
Man, I've seen a lot of posts on these forums and if "The Forgotten Realms has spell like Raise Dead and Resurrection" you think is the most unhealthy thing for this server you've ever seen posted here, you've clearly not read 50% of the threads I've seen you personally post in.
Hottest RP take; Mechanics exist and ignoring them is more detrimental to continuity and narrative than acknowledging them. More at 11.

Death has weight, I keep saying that, but to feign that it's permanent is overwrought melodrama for the sake of lazy stakes - we can have dangers and consequence BEYOND a kill-bash if we apply ourselves. Jailtime, exile, hell even just a subdual beating.

To call every death permanent makes ACTUAL narrative deaths, heroic sacrifices, villainous comeuppances, the ones where someone rolls, feel less important because the only difference is they don't pop up 3 days later to the shock and awe of everyone, perhaps founding a religion after them for this singular and miraculous feat.

(Also, so I don't get lost in the weeds, I'm NOT advocating for whack-a-mole resurrection where you respawn, comment on how that was a long 3 minutes then get back to grinding while telling everyone you just died/got KBed. I'm advocating that treating any and all instances of someone hitting -10 HP as the end of their life so you can start bidding on their property as farcical, there IS a spot in between these two points)
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Re: Player kill and memory

Post by LovelyLightningWitch »

Haroshia wrote: Fri Jul 09, 2021 6:58 pm
Irongron wrote: Fri Jul 09, 2021 3:51 pm
Here are a few of the conculusions I have reached, though none of them is the 'answer' players may be seeking.

- Permanent subdual (never-death) would likely make PvP be treated even more lightly.

- Forgotten Realms is not the real world, death is painful, but not often final, and the afterlife is a confirmed fact, as such, we shouldn't expect (or desire) it to be treated with the finality as we might.

- Conflict between characters is far more interesting when not settled by PvP

- As a developer, if we encourage PvP resolutions, with systems such as the old settlement 'war' mechanic, or the current assassination function, or simply by having the loser pay a significant price in XP, we will see more of it.

- PvP, in moderation can be great fun, but can absolutely become stale and tired when repeated every second day.

- Many players level to 30 as fast as possible, so as to join the merry-go-round of relentless PvP

- For most, winning is far more fun than losing.

- PvP continues to cause sore OOC feelings.

- Level 30s start fighting because they've got nothing better to do with that investment.

Overall, I guess? I'd just rather players didn't desire to shut others down quite as frequently as they do, and to concentrate on story and atmosphere, to allow other space to play and realise their concepts without quickly trying to grind them into so much paste. I have no answers here, beyond a hope that players and DMs work together to do so something more interesting with this world.
Agree with all of these points, especially the bit about death being treated with finality and conflict not being settled by PvP is far more interesting. Unfortunately that seems to contradict people's desire to RP that killing IS the "be all end all" solution to dealing with problems. I think a lot of this stems from PvP being the only non-consensual conflict-resolution method available in the game.

I have gotten no end of grief both IC and OOC for RPing in a way that tries to find solutions to conflict that aren't just killbashing the "bad guy". I know my experience in this is far from unique. "Why didn't you just kill them on sight? You must be their ALLY!" is a common thing that happens. I think this stems from two people having very different points of view on how killing and death are treated. If you have two people that can't agree on these fundamental rules of the world, then I can't find a resolution to this argument.

What is a proper way to respond to this ICly? How can we handle these kind of arguments in a way that doesn't strain the setting? I've been struggling with this for a while and I can't find a good answer. The mindsets are just too contradictory to live in the same setting.


Regardless of your alignment, I may have a somewhat working retort:

So, afterlife is real in FR, right? And clerics, high level wizards and Loremasters who in P&P would specialize in either knowledge (Religion) or knowledge (Planes) would have a pretty good knowledge of how it works, right?

Now, if any of the above suits your character, I would bring up the fact that if you kill a follower of X deity, said follower will go to said deity's realm where they will go on to be a nuisance: For instance, a follower of Solonor will go to Arvandor and join the Great Archer in His hunts to the lower planes or hostile deities' realm. If you oppose Solonor, or are a servant of lower planes, it might actually be a bad idea to kill a Solonorite if you're thinking long term!

How can you resolve this? Well, sacrificing souls in FR doesn't really trap them with the deity you worship so that won't work, every other method can be reversed with Miracle/Wish and deities may hand out Quests to their followers to undo such things any way. What's the only way that really works long-term, and will save your patron from having to deal with one more celestial or favored petitioner in Solonor's Host? Conversion. Seed your foe with doubt in their faith, entice their flaws in long-term thinking with short-term gains. Try and make them become False, Faithless or best case: your patron's servant!

This likely won't work against priests and super devout servants, and those with good long-term thinking - but it may just work for the grunts and that alone is victory.

You could try bring the above up IC, adjusted to fit your/faction's deity. It works very well for Ilmatari and Lathandari, seeing how their entire vibe is in mercy and redemption. It does not work that well for racial deities (at least the conversion bit, but inducing False/Faithlessness still can work). It probably won't work at all ICly, seeing as our PCs tend to be far more familiar with things than level 5 grunts buut - you don't know that IC nor does your faction.

And surprisingly, there's a LOT of False/Faithless PCs on Arelith (I've often walked into "Gods suck" talks while wandering the server). So my assumption that "Likely won't work on PCs" may not be as strong as it is on other servers.



Ninjimmy wrote: Sat Jul 10, 2021 7:58 am
AstralUniverse wrote: Sat Jul 10, 2021 7:16 am
Ninjimmy wrote: Sat Jul 10, 2021 12:01 am Like Irongron said, Death isn't a permanant end in the forgotten realms. To treat it as such is to ignore the setting and the mechanics of the server.
This is the most unhealthy thing to the server, ever said on this forums. Your RP approach to death is really, REALLY lazy.
Man, I've seen a lot of posts on these forums and if "The Forgotten Realms has spell like Raise Dead and Resurrection" you think is the most unhealthy thing for this server you've ever seen posted here, you've clearly not read 50% of the threads I've seen you personally post in.
Hottest RP take; Mechanics exist and ignoring them is more detrimental to continuity and narrative than acknowledging them. More at 11.

Death has weight, I keep saying that, but to feign that it's permanent is overwrought melodrama for the sake of lazy stakes - we can have dangers and consequence BEYOND a kill-bash if we apply ourselves. Jailtime, exile, hell even just a subdual beating.

To call every death permanent makes ACTUAL narrative deaths, heroic sacrifices, villainous comeuppances, the ones where someone rolls, feel less important because the only difference is they don't pop up 3 days later to the shock and awe of everyone, perhaps founding a religion after them for this singular and miraculous feat.

(Also, so I don't get lost in the weeds, I'm NOT advocating for whack-a-mole resurrection where you respawn, comment on how that was a long 3 minutes then get back to grinding while telling everyone you just died/got KBed. I'm advocating that treating any and all instances of someone hitting -10 HP as the end of their life so you can start bidding on their property as farcical, there IS a spot in between these two points)


With this, I feel is potentially a disconnect between OOC/IC perspectives. It probably does not affect selfish/insular PCs that much but...

Things that determine if someone can be raised in FR:
A) Does the soul wish to return? (Entirely in hands of the player!)
A1) Does the soul wish to return with aid of the deity/cleric doing the raising? (meaning: a Banite likely won't be able to raise an Ilmatari or vice versa)
B) Does the deity you petitioned to raise the individual actually care for it? (It's a DM question, but without DM handholding our best approximation is same as A1 - enemy of a character's deity likely won't want to help you)

I would imagine ICly any character with theological education would know this too (So wizards, divine champions, clerics, loremasters).

If raising someone with their patron/patron's allies help, you likely won't have to fear their patron refusing things so that's no reason to fear.

But do they want to return? That's a reason to respect and fear death. Not for your enemies, maybe not even yourself since you know your own convictions...

But for your friends, family, loved ones. I feel even evil PCs (those who are of the "Ends justify" type and still love others at least) would stop and think about this. Will the actions I am about to take endanger those I love? And if they will, can I be certain they will return?

It's a bit of a similar concept as playing a PC immune to fear. Sure, you yourself won't be frightened against any odds... but - as long as you love someone else, you WILL be worried for their well-being and not act as recklessly.




So - As a PC that's familiar with how souls/afterlife works (insert previous list here...) here's how I feel one could see death:

A) I know my duty binds me to this plane today and for the foreseeable future. But even if that conviction binds me, secures my life - even if my wounds are perfectly healed through Resurrection - I will remember the moment of death: the horrible pain that follows it that is difficult to forget. I want to avoid that pain. Let's avoid unnecessary risks.

B) I love XYZ. I do not want to lose them. I am certain we will meet again (if we follow the same patron), but I'd rather us go there together in our old age. Let us not take unnecessary risks. They say they want to do the same with me... but who knows what will happen if they see our god's realm? Can I be sure they'd want to return to this hellish painful mortal realm just to be with me? Am I that arrogant?

C) I hate ZYX. They follow a deity that seeks the death of me and those I love. I can kill them today, delay our conflict and have a moment's respite. But even if they do not return, and stay dead - once I myself die, we might meet again as ZYX become servants of their vile gods and seek to invade my own well-deserved plane of rest. I should try to prevent that, fill them with doubt... But if I do that, that might cause XYZ to be caught in the cross-fire and die...

Without treating death as permanent, while fully accepting that Raise dead, Resurrection AND True Ressurection work -

One can still ICly treat death with respect and fear and see conflict between their choices for short term vs long term.

We don't need any rules or mechanics for death. People just need to look beyond their own character, and consider that they have no control over the choices of another player and thus feel genuine fear that the character they have grown to love may disappear.
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Re: Player kill and memory

Post by Curve »

I see where you guys are coming from and I concede that death is not the same in FR as it is in the real world. There are several ways to defeat death that are cannon and needed as tools for the server. I am not trying to dispute this fact.

My issue with your position is two fold.

-Lore and immersion: While I agree with you as to the facts of death in the realms, I disagree as to the common nature of death defying magic. I have read a lot of FR novels and this is where I draw my ideas about immersion and the general vibes that I try to portray in the game. In all of those books I have read the idea that death is not permanent is never seen. In fact when resurrection is used in these novels it is a big deal. The way that death and dying is spoken of on Arelith sometimes leads to a blasé attitude about it. I think that the only way to make our setting serious is to treat it seriously. I think you know this. As you wrote,
Ninjimmy wrote: Sat Jul 10, 2021 12:01 am I agree that the "oh, he'll be back in 4 minutes" stuff is some weak play and needs to be sent to the wall
I think that if you follow this silly way of interpreting the game back to it's source you will find that it is hard not to get to a place of "who cares death is not permanent" without some healthy mental gymnastics. This leads into,

-Story telling: I think overusing the resurection/death is non-permanent line makes for bad stories. Like I spoke about above, death counters are available tools in FR writting, and yet you do not see them used by published authors. Now, I will concede that fantasy novels authors are not known for their overwhelming skill, but they are a good reference point. Why do they not make use of the same narratives that I find problematic? Because it makes for silly mary sue, super man stories.

There have been good suggestions above on how to handle PvP deaths with finesse. I say that we should treat these no differently than we do any other aspect of the game that reeks of "this is a game", with finesse so that we maintain server integrity and immersion. We don't sit around in character bemoaning the fact that we can not sneak up on our enemies and kill them without interaction with, "Oh but if the gods would just allow me to stab someone without speaking to them first!" we just interact before PvP without speaking about it.
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Re: Player kill and memory

Post by Ninjimmy »

Curve wrote: Sat Jul 10, 2021 2:47 pm I see where you guys are coming from and I concede that death is not the same in FR as it is in the real world. There are several ways to defeat death that are cannon and needed as tools for the server. I am not trying to dispute this fact.

My issue with your position is two fold.

-Lore and immersion: While I agree with you as to the facts of death in the realms, I disagree as to the common nature of death defying magic. I have read a lot of FR novels and this is where I draw my ideas about immersion and the general vibes that I try to portray in the game. In all of those books I have read the idea that death is not permanent is never seen. In fact when resurrection is used in these novels it is a big deal. The way that death and dying is spoken of on Arelith sometimes leads to a blasé attitude about it. I think that the only way to make our setting serious is to treat it seriously. I think you know this. As you wrote,
Ninjimmy wrote: Sat Jul 10, 2021 12:01 am I agree that the "oh, he'll be back in 4 minutes" stuff is some weak play and needs to be sent to the wall
I think that if you follow this silly way of interpreting the game back to it's source you will find that it is hard not to get to a place of "who cares death is not permanent" without some healthy mental gymnastics. This leads into,

-Story telling: I think overusing the resurection/death is non-permanent line makes for bad stories. Like I spoke about above, death counters are available tools in FR writting, and yet you do not see them used by published authors. Now, I will concede that fantasy novels authors are not known for their overwhelming skill, but they are a good reference point. Why do they not make use of the same narratives that I find problematic? Because it makes for silly mary sue, super man stories.

There have been good suggestions above on how to handle PvP deaths with finesse. I say that we should treat these no differently than we do any other aspect of the game that reeks of "this is a game", with finesse so that we maintain server integrity and immersion. We don't sit around in character bemoaning the fact that we can not sneak up on our enemies and kill them without interaction with, "Oh but if the gods would just allow me to stab someone without speaking to them first!" we just interact before PvP without speaking about it.
I actually agree with like 97% of this, the one split point is that fantasy authors will have a greater degree of control over their stories so they dont use death slackening conventions because every death serves the narrative. They dont use it because death is an easy way to control stakes and glossing over resurrections doesnt harm the story.

Not every death in Arelith serves to build a story or end one satisfactorily so we tend to see the returning element of the game pop up more and as a result it ends up sidling into the collective narrative. Most mechanical limitations you can ignore but if you give death any weight at all, you have to also give the possibility/likely certainty some weight too.

In my opinion. Whole thing is opinions but I feel like in a world with liches, fiends and what have yous, death is quite low on the awful ways a life can end pyramid.
Playing:
Olwin (AKA Olicoros Vrozt Akael Shilligg Jugem Dojj Winzalfur AKA That £$%^ing Wizard)
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The GrumpyCat
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Re: Player kill and memory

Post by The GrumpyCat »

Speaking personally (and this is super personal, just how I rp it) I tend to treat death (at least PVP death) as a 'chance' thing. LIke there's an invisable roll off screen that says whether my pc should or should not return. So yeah, this time they returned to life, or this time their enemy returned to life - but returning to life isn't a guarantee. It's always a risk.

Again - that's just how I do it narrativly though.
This too shall pass.

(I now have a DM Discord (I hope) It's DM GrumpyCat#7185 but please keep in mind I'm very busy IRL so I can't promise how quick I'll get back to you.)
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