Re: How many muds have permadeath?
We instituted permadeath into Advent, but I was actually originally against it. However my staff were fairly adamant for it so I wanted to give it a try.
Come to find out, I think it has enriched the MUD greatly (and we're only in Alpha testing). We've been open for Alpha testing for just over a year (Our 1 year anniversary was October 2nd), and we've had a small handful of deaths (I'm thinking maybe 10 in the last year total) from PK. But they were significant deaths, with much meaning behind them, and it helped create even more RP.
Because we put ourselves in the mindset of the players constantly, we've wanted to develop ways that permadeath would not deter people from playing the game. As such, we've recently implemented a way that people who have gained the most RPP (Roleplay Points that are rewarded by staff and automated for consistently good RP), are given the ability to advance their character fairly far during creation, rather than having to level up again.
If they've already proven themselves as good roleplayers, we decided it is better to reward them by not having them have to level their next alt as much at all. This will also allow them to create "troublesome" characters that will most likely have a short existence, and not have to worry about "advancing skills all over again."
We just don't see the need to put as much emphasis on advancing skills. We'd rather it be on roleplay and customization. So this works well with a permadeath system. I can't imagine not having one now ![Smile](images/smilies/smile.gif)
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