I deleted 5 walls so far. I'll be short.
My own take:
Death should only be for a select few. It's rarely enjoyable for the unprepared and the more mechanically driven it is the less a good experience it'll be (for RP).
Killing, because your cover's blown and your own life's at risk is fair enough. You can even mess up to double-down on the opportunity.
Dying, because your opponent wanted to flirt with you and you refused, is really lame.
All in all, I'd probably still kill players once in a while as an antihero or antagonist. Yet, I'd rather give them opportunities to prove me they can continue with the character in some way or another. Capture RP is great when both sides are cooperative to each-others.
PS: The above examples are from a couple years of RP experience, it's not just one game either.
PPS: Oh and, each deaths have been morale steamrollers for me. Death-RP can be really rough, but I'll still wall my opponent so they feel the sheer weight of their act each time I need to die. It's my way to vent.
My own take:
Death should only be for a select few. It's rarely enjoyable for the unprepared and the more mechanically driven it is the less a good experience it'll be (for RP).
Killing, because your cover's blown and your own life's at risk is fair enough. You can even mess up to double-down on the opportunity.
Dying, because your opponent wanted to flirt with you and you refused, is really lame.
All in all, I'd probably still kill players once in a while as an antihero or antagonist. Yet, I'd rather give them opportunities to prove me they can continue with the character in some way or another. Capture RP is great when both sides are cooperative to each-others.
PS: The above examples are from a couple years of RP experience, it's not just one game either.
PPS: Oh and, each deaths have been morale steamrollers for me. Death-RP can be really rough, but I'll still wall my opponent so they feel the sheer weight of their act each time I need to die. It's my way to vent.
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