I may have posted something about this years ago, but this is something that is always on my mind when it comes to online games and RPGs. Basically, it goes like this:
- If no humans ever died in the real world, we'd run into issues of overpopulation, lack of food, CO2 imbalance, etc.
- In RPGs, if there is not a threat of a PC dying against the will of their player, then outcomes are staged and "fear of failure" ceases to become a thing.
- In RPGs, if PCs never die, then new players will -always- remain X% of XP behind elder players, who will always remain X% ahead of other players, thus there will be:
- No true reason why positions are ever rotated with new players taking place
- "Capability" is a matter of how old the character is and never the player's ability to RP
- Without the "great equalizer" of PC death, player disenfranchisement grows as players will never be able to compete with older characters.
- Players literally need to stop gaming, quit, get banned, etc to have a character die or taken out of the power rotation
So that's the short version. Here's my minute at the podium about it.
All "my PC dying isn't fun for me" aside (which I know is a common argument to PVP or dice deciding PC death), I personally find games where my character can do ANYTHING with very little fear of death (or other repercussions that would effectively have the character sheet retired) to be rather BORING. I feel sometimes like knowing (as a player) that nothing TRULY bad would never happen unless I approved it takes away any of the suspense of playing a character. Example: If I were playing baseball in real life and could literally control whether or not I missed the ball on a swing of the bat, would swinging the bat remain fun? It's kind of like that for me. Likewise, also knowing that OTHER PLAYERS know that whether or their PC suffers repercussions/death is a matter of their approval often makes me feel like CHOOSING TO ACCEPT REPERCUSSIONS as a matter of "fair play" is a foolish act because you're going to be playing with players who likely wouldn't accept the same kind of fair play.
Here's an example.
A loooong time ago on Fallcoast there was a "Law" faction of PCs designed to investigate and round up criminals. The PROBLEM was that it was a "consent" game, so unless a character consented to being investigated/hunted/killed for their behavior, the LAW sphere really couldn't DO anything about laws being broken by PCs unless staff intervened. So a group of players went off the rails and made this monstrous Frankenstein-like revived undead creature and posted a roleplay of them going "into the ghetto", some NPC upset the Frankenstein, and then what followed was a lengthy display of "Frankenstein creature tearing 'gang members' apart in the middle of the street". Of course, since it was their own ST'd scene apparently ZERO people recorded it with cell phones, called the police, or was there ever any danger to the PCs. It was, effectively, "LOL I don't consent to getting into trouble for this so Frank is gonna just wantonly massacre "Crips" in the middle of the street, and not only will no one call the cops, but this won't really make the news". To make matters worse, despite there being logically left-over evidence of *multiple people being torn apart in the middle of a street in America", the Law/Hunter sphere couldn't do anything truly about it unless the group of people "consented" to being hunted/chased for it.
The PCs involved ultimately went away not because of repercussions from their RP, but because they were caught cheating the XP system.
Now, this isn't a critique of Fallcoast at all, but an example of where lack of fear of PC death, consent systems being entirely hands-off, and "lack of fear of PCs dying due to dice" gets out of control. You get this over-the-top stuff where you can jump out of an airplane without a parachute and still not die unless you consent to it. In my opinion, this kind of stuff leads to roleplay that becomes increasingly over-the-top.
So, here are the ultimate questions I have:
What DO you do about games and RP systems where "dinosaur characters" are able to simply continue to amass XP with over-the-top RP and zero fear of death/repercussions (as if playing a video game in "god" mode where you can go on a 5-star GTA rampage and simply never die)? I know the MU community will likely never thrive in games where dice determine character death and PVP becomes a thing^. How do you make it so that PCs actually have RISK as a factor without requiring it to be an OOC matter? How do you encourage the retiring of PCs that have so much XP they're spending it on "specialty: basket-weaving" because they're maxed out and hanging around with zero risk of failure/end without consenting to it?
^ Note: The last time I saw a "PVP fight to the death" was somewhere in-between 2000-2006 on "SerenityMush" where it was two god-stat level PCs posing stabbing each other repeatedly, breaking bones, gouging eyes, until ultimately one player CUT INTO THE OTHER PC'S CHEST AND DESTROYED THEIR CYBERNETICALLY ENHANCED HEART...and because neither PC consented to PC death...and then was promptly revived on the spot as the cybernetic heart was repaired and returned to RP without issues the next day. Groan.