Sure Is Quiet!

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*Mander
- Posts: 374
- Joined: Thu Jan 01, 1970 12:00 am
From a setting standpoint even outsiders and the like don't want to get banished/whatever because they would lose all the equipment they were carrying. Imagine how much less cocksure your PC would be if all those purples were going to be lost if you got kicked back to fae land/hell/abyss/etc.

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*Mick64
- Posts: 490
- Joined: Thu Jan 01, 1970 12:00 am
That's not even true though. We have many races who are incredibly hard to permanently kill. Vampires and Liches are obvious, but Outsiders who "die" anywhere that is not their native plane simply "repawn" on their native plane. (Though this respawning process is not instantaneous).wrote:Any playable character, no matter how "powerful", can die in Sigil.

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*zethrenx99
- Posts: 116
- Joined: Thu Jan 01, 1970 12:00 am
Also if i'm not mistaken we are RP capped to level 15? So really the most powerful of us is still only a level 15 :P

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*Mausman
- Posts: 486
- Joined: Thu Jan 01, 1970 12:00 am
With risk of stepping on some toes....
If you RP your character not being afraid of death in this setting, you are a poor RP'er in general, even without risk of permadeath.
Just saying, sorry, not sorry.
Kelth has been asked to help to deal with a potential risky thing. He is clenching his butt-cheeks and even wents as far as to order a flipping shield for it.
He also has parameters under which he will move on with it. He has been through death twice now (and only by efforts of other players, been brought back) he REALLY shits his pants about possibly dying, even if he is as big as a door and and all.
Death isn't just another loaf of bread you buy at the bakery. RP accordingly <3
If you RP your character not being afraid of death in this setting, you are a poor RP'er in general, even without risk of permadeath.
Just saying, sorry, not sorry.
Kelth has been asked to help to deal with a potential risky thing. He is clenching his butt-cheeks and even wents as far as to order a flipping shield for it.
He also has parameters under which he will move on with it. He has been through death twice now (and only by efforts of other players, been brought back) he REALLY shits his pants about possibly dying, even if he is as big as a door and and all.
Death isn't just another loaf of bread you buy at the bakery. RP accordingly <3

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*Itikar
- Posts: 144
- Joined: Thu Jan 01, 1970 12:00 am
I recall Richard Bartle used a particularly colourful expression when asked what he thought of permadeath in a virtual world. :D
Regardless I think that both permadeath and character wipe are definitely NOT the way to stimulate the server and the player count.
Regardless I think that both permadeath and character wipe are definitely NOT the way to stimulate the server and the player count.

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*Tomekk
- Posts: 855
- Joined: Thu Jan 01, 1970 12:00 am
I suppose Berserkers are all bad RPers then. Or Dustmen for that matter, who seek True Death beyond that which most creatures experience. :(Mausman,Apr 21 2017 wrote: If you RP your character not being afraid of death in this setting, you are a poor RP'er in general, even without risk of permadeath.
But I'll give you the benefit of a doubt and assume you meant people who think their characters are invincible. Yes, that's usually not very good RP and doesn't lead to meaningful characters.

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*Whitefly
- Posts: 315
- Joined: Thu Jan 01, 1970 12:00 am
Back when I used to do a bit of RP on Guild Wars 2, I found an escalating problem wherein people would create a character, roleplay them for a few months, permakill them and make a new character; wash, rinse, repeat. It got very tiresome very quickly for two main reasons:
1) It's a bunch of lame edgy emo trash
2) It meant character development was at an all time low, because every time you tried to form a relationship the other guy would drop dead and then you'd be roleplaying with the same person IRL except they have a new character and a bunch of awkward meta knowledge and familiarity with your character.
It sucked, in other words.
Just adding permadeath doesn't solve the problem of people not fearing death in a game, it simply means some dullards churn out characters who have the ridiculous premise of surviving their entire lives no problem up until the point they become controlled by the player, at which point their life expectancy drops to a maximum 6 months, like roleplaying were some incurable tropical disease.
1) It's a bunch of lame edgy emo trash
2) It meant character development was at an all time low, because every time you tried to form a relationship the other guy would drop dead and then you'd be roleplaying with the same person IRL except they have a new character and a bunch of awkward meta knowledge and familiarity with your character.
It sucked, in other words.
Just adding permadeath doesn't solve the problem of people not fearing death in a game, it simply means some dullards churn out characters who have the ridiculous premise of surviving their entire lives no problem up until the point they become controlled by the player, at which point their life expectancy drops to a maximum 6 months, like roleplaying were some incurable tropical disease.

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*DigitalDragoon
- Posts: 212
- Joined: Thu Jan 01, 1970 12:00 am
Having played on a server before with strictly enforced permadeath, I can say without a doubt that permadeath does not lead to people treating the setting or the prospect of being killed with any more real respect.
If anything I have seen forced permadeath used to show off how 'badass' a character is for not being 'afraid' (and the people screeching that no one takes death seriously along with it). I have seen it provoke seemingly decent people to actively turn to power-gaming and exploits to 'save' their character. Most irritatingly though, I've seen it used to bully other players, as a toxic expectation develops for your character to die after a certain period of time and that being invested in your character is considered a bad thing.
As much as I am for people rping the logical consequences to their actions, I do not see arbitrary dictated permadeath as necessarily improving anything. It should only be forced in situations that it would make sense for. (ie. Jumping headlong into an unknown portal seething with evil energy, Going around wantonly murdering people and getting caught, trying to cheese off the Lady of Pain.)
If anything I have seen forced permadeath used to show off how 'badass' a character is for not being 'afraid' (and the people screeching that no one takes death seriously along with it). I have seen it provoke seemingly decent people to actively turn to power-gaming and exploits to 'save' their character. Most irritatingly though, I've seen it used to bully other players, as a toxic expectation develops for your character to die after a certain period of time and that being invested in your character is considered a bad thing.
As much as I am for people rping the logical consequences to their actions, I do not see arbitrary dictated permadeath as necessarily improving anything. It should only be forced in situations that it would make sense for. (ie. Jumping headlong into an unknown portal seething with evil energy, Going around wantonly murdering people and getting caught, trying to cheese off the Lady of Pain.)

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*Ariella
- Posts: 308
- Joined: Thu Jan 01, 1970 12:00 am
That's primer talk :D. For half of Sigil death is meaningless, it is the loaf of bread.Mausman,Apr 21 2017 wrote: With risk of stepping on some toes....
If you RP your character not being afraid of death in this setting, you are a poor RP'er in general, even without risk of permadeath.
Just saying, sorry, not sorry.
Kelth has been asked to help to deal with a potential risky thing. He is clenching his butt-cheeks and even wents as far as to order a flipping shield for it.
He also has parameters under which he will move on with it. He has been through death twice now (and only by efforts of other players, been brought back) he REALLY shits his pants about possibly dying, even if he is as big as a door and and all.
Death isn't just another loaf of bread you buy at the bakery. RP accordingly <3
You have outsiders who can't die unless on their own plane, A death on a prime means a thousand years banishment but a death on another plane entirely meaningless. We have some undead who require a destroyed phylactery or stake. Fey who require to be at odds with their court or in the case of shadow fey die under sun light. Dragons who's arrogance brings them to a level where they believe them selfs immortal or Dustmen who are already dead. All this is before we take into account ability's that render you immune to fear both magical and mundane, Ever wonder why that lowbie paladin charged into that abyss portal?.
The moment planescape is considered death takes on a very different meaning for different races. Which is why most primers consider outsides strange and hard to comprehend. While people in general advance with a fear of death often as a motivation to achieve something life, Or an acceptance of a religion and after life. Planner creatures work on different motivations with plans that far exceed a mortal life span.

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*rgzrrsdz
- Posts: 5
- Joined: Thu Jan 01, 1970 12:00 am
Most people I played with including myself (I would say 7 people including myself) have gone over to Haven because we did not like the rules change with the OOC and Discord. They added so much stuff there like new classes, races, repeatable quests, and DMs are on almost daily doing plot stuff...
When I come on Sigil to play its hard to find people because there used to be 30-40 players online... now its like 5-15 on most days... 20 if you're lucky. I think one morning I logged online and there was only 4 people including myself...
When I come on Sigil to play its hard to find people because there used to be 30-40 players online... now its like 5-15 on most days... 20 if you're lucky. I think one morning I logged online and there was only 4 people including myself...
