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Difference between revisions of "Character Death (Rules)"

From Sanctuary Shard

(PvP Needs a Reason)
(PvP Needs a Reason)
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=PvP Needs a Reason=
 
=PvP Needs a Reason=
 
We assume that those playing on our shard expect that another player has a good role-play reason for wanting to start a PvP fight.  We assume those reasons have to do with the shard storyline and have depth to them.
 
We assume that those playing on our shard expect that another player has a good role-play reason for wanting to start a PvP fight.  We assume those reasons have to do with the shard storyline and have depth to them.
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Right to back down, apologize or walk away.
  
 
=Why is ''near'' Perma-Death Needed=
 
=Why is ''near'' Perma-Death Needed=

Revision as of 13:38, 14 August 2019

Sanctuary is not a perma-death shard, however, due to the nature of political based role-play conflict, there needs to be a way to remove a character from the role-play stage. Consequently, we support extended ghost times for role-play death, which differs dramatically from a basic game mech death.

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Game Mech Death
Any death that happens when not in a role-play situation such as hunting. This is considered a normal UO death and is resolved by normal UO mechanics. Fictionally, a character's soul, but not his spirit, is knocked out of his physical body until such time as a player or healer can return it.
Role-Play Death
Any death which is caused by another player during an intentional role-play scene. All scenes must involve at least 30 minutes of role-play at the time of the death, or 24 hour role-play notice of an intended assassination.

PvP Needs a Reason

We assume that those playing on our shard expect that another player has a good role-play reason for wanting to start a PvP fight. We assume those reasons have to do with the shard storyline and have depth to them.

Right to back down, apologize or walk away.

Why is near Perma-Death Needed

Most of us have experienced role-play storylines between two characters that never resolve because characters can not die and there is no real consequence to death. This is especially true on shards that have limited PvP looting or stealing. Often, the reward or punishment of just winning or loosing a PvP battle is enough and the story progresses.

Eventually, however, someone tries to up the ante in some way that is intended to be further unpleasant and may border on IC/OOC grieving or harassing. When this happens in a community, players try to implement more reasonable solutions such as requiring extended heal times for the recovering looser.

With this in mind we are going to implement a death curse which can be activated once conflict has escalated between two parties.

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