[module concept]What if death wasn't the end?
Posted: Wed Nov 17, 2010 8:47 pm
We used to have a T2 frontpage wiki where people wrote interesting module ideas and concepts, even if they didn't develop them personally.
I'd like if we did some of this here.
So I'll start - even if no one personally develops this, they could take minor parts.
In most(almost all?) roguelikes, when you die that's the end.
There are situational exceptions, ToME has a few(one is a difficulty setting, other ways are obtained in way).
But what if that wasn't how it worked?
You're an adventurer, you do adventurer stuff, you kill monsters.
Then a monster kills you. But...it's not the end.
You find yourself - minus equipment. Maybe you keep "soul bound"stuff. Maybe what lost was grabbed by an unique if it was around. Whatever.
I will call the afterlife 'hell' from now on, just because it's a place you're trying to get away from(usually), but it's not negative per se, and doesn't have to be full of horned demons with pitchforks.
Actually, maybe it's not so bad. Not even worse than some dungeons you were in.
Still, you'll you'll want to go back to the land of the living eventually.
You had a MISSION did you? Some sort of epic quest that you can't complete as long as you're well, dead.
So how we do this?
See, 'hell' is a zone. A challenging, maybe creepy and different but not superhard so zone(at least at the start).
You might have to pass a few puzzles, fight a few monsters and then find an exit. Then you're back to the land of the dead.
But what if you die...in hell?
There's two ways of handling that.
1)Death in hell is final. Your soul dissolves or is eaten by some horrible horrendous horror.
You had a second chance - a RENEWABLE second chance because you could die and escape several times - but lost it.Meh. Start a new character.
2)You can't EVER permanently lose.
You got that right.
You can't lose.
Ever. Not even if you work at it really hard.
Well, not in the long term at least....You can certainly put yourself into an unpleasant position.
What happens when you are defeated?
2a)You respawn in Hell. Although maybe the level is regenerated, and you're moved. If you were close to the 'exit', you're now fairly away. Gotta start from scratch, but hey, things can't get much worse when you're in hell, can they?
2b)Wrong. At every respawn, you lose some resource - that can be regained. Perhaps you lose a level and random high-level talents. Thus losing makes your next attempt harder, up to a point(when you have no levels to lose).
2c)Or...you end up in a 'deeper' layer of hell. The dungeon level below it basically.
There doesn't have to be a hard limit(other than computer limitations, like with the Infinite Dungeon. Feel free to sue the management of Hell for false advertising).
This new layer/level would be slightly harder, meaning that if you had trouble handing the level earlier well...you're in even more trouble now.
And 'death' will make things worse.
You can break the cycle though. Win the current stage and you go back one layer.
This is my personal favorite and what I will assume is the default in the rest of the post.
Here's other thoughts:
1)Make (some?)uniques killed end up in hell too, and 'abstract' their chance of resurrecting/ending into deeper levels(so some could effectively never be faced again).
You aren't necessarily the only individual who can walk from the land of the dead to the living. Hell(pun intended), it might even be an everyday occurence for people.
2)Some layers of hell could have interesting things in them. Perhaps even worth dying for...Not all rewards can be brought back to the land of the living.
3)Some abilities/talents/things(a few available in life) should interact with the way afterlife works, or your starting position in it.
You don't need to start on the uppermost layer, for example. You might suffer a curse before death that makes you start deeper.
4)Stepping from the 1st layer to the material world doesn't have to be so simple.
Maybe it's not a resurrection proper but a partial reincarnation - your stats might be rearranged a bit, or one of your descriptors switched.
Alternatively, there could be an unbeatable(...or is it?)guardian that gives you a random quest. This could even be a 'deal'.
You go back to the land of the living and have to 'bring back'(=kill) someone else who escaped...unfairly.
If your time is up, either you instantly die or progressively stronger demons are sent to kill you(they can't send them against the 'hunted', because they aren't geased).
5)For those who like challenges - the game SHOULD keep track of levels of hell visited, times you died, total turns lost...finishing the game earlier would be overall 'better'.
Doing it without ever dying could be a major accomplishement. Although some could see that as 'missing the point' of the whole game.
Might add more stuff later on.
Thoughts? Anyone interested in developing or discussing this? Any ideas which you think are horrible or particularly charming?
I'd like if we did some of this here.
So I'll start - even if no one personally develops this, they could take minor parts.
In most(almost all?) roguelikes, when you die that's the end.
There are situational exceptions, ToME has a few(one is a difficulty setting, other ways are obtained in way).
But what if that wasn't how it worked?
You're an adventurer, you do adventurer stuff, you kill monsters.
Then a monster kills you. But...it's not the end.
You find yourself - minus equipment. Maybe you keep "soul bound"stuff. Maybe what lost was grabbed by an unique if it was around. Whatever.
I will call the afterlife 'hell' from now on, just because it's a place you're trying to get away from(usually), but it's not negative per se, and doesn't have to be full of horned demons with pitchforks.
Actually, maybe it's not so bad. Not even worse than some dungeons you were in.
Still, you'll you'll want to go back to the land of the living eventually.
You had a MISSION did you? Some sort of epic quest that you can't complete as long as you're well, dead.
So how we do this?
See, 'hell' is a zone. A challenging, maybe creepy and different but not superhard so zone(at least at the start).
You might have to pass a few puzzles, fight a few monsters and then find an exit. Then you're back to the land of the dead.
But what if you die...in hell?
There's two ways of handling that.
1)Death in hell is final. Your soul dissolves or is eaten by some horrible horrendous horror.
You had a second chance - a RENEWABLE second chance because you could die and escape several times - but lost it.Meh. Start a new character.
2)You can't EVER permanently lose.
You got that right.
You can't lose.
Ever. Not even if you work at it really hard.
Well, not in the long term at least....You can certainly put yourself into an unpleasant position.
What happens when you are defeated?
2a)You respawn in Hell. Although maybe the level is regenerated, and you're moved. If you were close to the 'exit', you're now fairly away. Gotta start from scratch, but hey, things can't get much worse when you're in hell, can they?
2b)Wrong. At every respawn, you lose some resource - that can be regained. Perhaps you lose a level and random high-level talents. Thus losing makes your next attempt harder, up to a point(when you have no levels to lose).
2c)Or...you end up in a 'deeper' layer of hell. The dungeon level below it basically.
There doesn't have to be a hard limit(other than computer limitations, like with the Infinite Dungeon. Feel free to sue the management of Hell for false advertising).
This new layer/level would be slightly harder, meaning that if you had trouble handing the level earlier well...you're in even more trouble now.
And 'death' will make things worse.
You can break the cycle though. Win the current stage and you go back one layer.
This is my personal favorite and what I will assume is the default in the rest of the post.
Here's other thoughts:
1)Make (some?)uniques killed end up in hell too, and 'abstract' their chance of resurrecting/ending into deeper levels(so some could effectively never be faced again).
You aren't necessarily the only individual who can walk from the land of the dead to the living. Hell(pun intended), it might even be an everyday occurence for people.
2)Some layers of hell could have interesting things in them. Perhaps even worth dying for...Not all rewards can be brought back to the land of the living.
3)Some abilities/talents/things(a few available in life) should interact with the way afterlife works, or your starting position in it.
You don't need to start on the uppermost layer, for example. You might suffer a curse before death that makes you start deeper.
4)Stepping from the 1st layer to the material world doesn't have to be so simple.
Maybe it's not a resurrection proper but a partial reincarnation - your stats might be rearranged a bit, or one of your descriptors switched.
Alternatively, there could be an unbeatable(...or is it?)guardian that gives you a random quest. This could even be a 'deal'.
You go back to the land of the living and have to 'bring back'(=kill) someone else who escaped...unfairly.
If your time is up, either you instantly die or progressively stronger demons are sent to kill you(they can't send them against the 'hunted', because they aren't geased).
5)For those who like challenges - the game SHOULD keep track of levels of hell visited, times you died, total turns lost...finishing the game earlier would be overall 'better'.
Doing it without ever dying could be a major accomplishement. Although some could see that as 'missing the point' of the whole game.
Might add more stuff later on.
Thoughts? Anyone interested in developing or discussing this? Any ideas which you think are horrible or particularly charming?