woahboy wrote:
It's odd how people harp on about 'you don't rp death, you're terrible'. And yet, let's face it, death means nothing, to both the killer and the killed.
This is only a tiny slice of this topic, but I am going to take this opportunity to remark on this for probably the 10th time here in the forums (assuming I bring it up about once every two years). And keep in mind, I'm not just addressing woahboy. I've seen this expressed several times in the forums over the last week from various people. ALL such arguments rely on metagame OOC thinking.
It doesn't matter that death is easy to escape as a player character. If you think that makes "death doesn't matter" role-play valid, that's dead wrong. (Pun unintentional.) There's at LEAST two reasons why death needs to be respected in the world of SK:
1. PC adventurers are members of the 1%. The vast majority of sentient creatures in the world of SK, even those living in grand cities, will never have the opportunity to be raised from the dead. Children do not grow up with the expectation of escaping Achernar's grasp.
2. Being killed is hideously painful and traumatic. The fact that you might "recover" from it, does not make it less so.
People should never WILLINGLY walk into death, unless you are prepared to consider it the same sort of sacrifice IC as being tortured and mutilated (something a paladin might do). To do otherwise is to be guilty of not understanding how your character would think and therefore roleplaying inappropriately.
This has been a problem since I started playing, and unfortunately death is meaningless from an OOC motivation. I would suggest that you rethink the mechanics behind death and dying and what exactly entails dying and recovery. I know you say NPCs don't have the benefit of being resurrected in game like PC's do, but many do, you kill Akara and she respawns.
You would have to hardcode something in order to make death a challenge and something one wants to avoid at all costs.