Wombat
First Post
There is tendency in rpgs to look upon death as a speed-bump -- "Oh, I can always get Raised".
Personally, I like having death, true, permanent, final death in my games, with little or no chance to be raised.
Otherwise it just feels like a video game.
A mark of heroism is knowing the odds are stacked against you, but going in anyway because it is important. If you die, you die -- you know this was a possibility, but hopefully you have done something important through this.
Coming back to life cheats the experience.
You live. After that you only thing you are guaranteed is that you will die. This happens to characters in my games and the people are good with it.
Personally, I like having death, true, permanent, final death in my games, with little or no chance to be raised.
Otherwise it just feels like a video game.
A mark of heroism is knowing the odds are stacked against you, but going in anyway because it is important. If you die, you die -- you know this was a possibility, but hopefully you have done something important through this.
Coming back to life cheats the experience.
You live. After that you only thing you are guaranteed is that you will die. This happens to characters in my games and the people are good with it.