One-Death System

Good Afternoon Gentlemen, Sentient Creatures, and Ladies,

For today’s post we are going to be addressing the topic of how we handle the one death system in Aurum and how it pertains to PVP. The goal of our game, as always, is to create an immersive, story driven experience for all, and that includes when character’s die. We want to make sure that the end of a character is a satisfactory experience that enhances the narrative of the game and drives things forward. When a character reaches the comatose stage of their death count and it is evident that help is not on the way, a plot marshal may approach the player and ask them if they want to retire their character. If the player agrees and hands over their character card, the plot marshal will contrive an extenuating circumstance that allows the character’s death to be crucial to the success of the rest of the game. The nature of this may vary, but examples include waking up from a coma to deal a killing shot on a major plot villain, waking up from a coma and dragging themselves back to town to deliver pertinent and crucial information before they should die, diving in the way of danger to save everyone else with their last breath, etc. This is our intent in how to handle permanent player death when it comes to interacting with plot within our game world.

But what happens when players decide to engage each other in deadly combat? What happens when players decide to plot against and execute a murder of a different player? We do not outright ban this behavior, but it should be noted that murder is illegal in the game world and that both magic and science exist in our world. But even with these tools it is possible for a player to “get away” with murder. So how do we handle the epic ending for the murdered character in a fair and balanced way? As explained earlier, the epic ending for player characters is handled by plot in a game world where the supernatural is not only real, but there’s an entire branch of science that deals with supernatural and spiritual phenomenon. It is entirely possible for the slain PC to come back and haunt his killer, or for the trauma of the slain character to be so great that it creates an Aetheric being or curse. The exact nature of this is ultimately up to plot and the circumstances of the character’s death. We feel that having a system like this will discourage indiscriminate massacres, but still provide a fun narrative for players that wish to engage in PVP or play characters with a darker moral compass. So what do you folks think? Please tell us below in the comments.

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