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Scytale:
I'm not sure how they would handle death, in most role playing games (table top) death is usually final and you have to start a new character, obviously in something people are paying a subscription for Final death will be pretty contriversal.

When I used to played UO they had stat loss on death for a while, people would abuse it by res-killing though and it was eventually removed, before people started abusing it was pretty good all pvp was non consentual there.

As far as V:TR goes the only way to kill a vampire is to hurth them with something that deals agravated damage, stuff like Magic, Werewolf claws, sunlight and fire. Weapons that deal Lethal damage (guns, knifes etc) send the vampire into torpor if they run out of hitpoins. So my guess would be you would have to rely on someone from your party to cary your unconcious body away from the scene. If your whole party was rendered unconcious then you'd be pretty screwed. My guess would be lethal exposure to sunlight or fire would be a permanent death for the character.

0bsessions:
I sincerely doubt they'll include permanent death in any way, shape or form. It's never been succesful in MMO's. In tabletop, if a character dies in a campaign, odds are you've invested much less time than in an MMO. The only time I can recall seeing permanent death being a factor was in the original iteration of Star Wars Galaxies. In the original setup, Jedi characters were the only ones who could face permanent death, as it was intended to be the most hardcore and powerful class out there (In the original build, it was insanely difficult to gain force sensitivity). It took six months for the first Jedi to show up and by the time they started showing up in larger numbers, they eliminated the permanent death idea due to incessant whining by Jedi players. Cow-towing to the players' demands at the expense of the gameplay in that situation was the first big blunder on a long road to turning that game into its current state of mediocrity.

Permanent death just doesn't seem to fly with players, hardcore or casual. It's easy enough to write it out, though. In Galaxies, they had KO and THEN death, which was followed by respawning at a cloning facility. In WoD, you could go into Torpor, requiring a death blow of some sort to actually finish you off. Just write something new into the mythology (The fun of mythology is it's maelable) as far as respawning exclusively for the MMO. Anyone who would expect it to follow any specific literal iteration of the table-top game would be simply kidding themself, it'd never work. Just give the player a Crypt, along the lines of the mandatory Mog-houses in FF XI, and insert some kind of mandatory teleport/enchantment thing that automatically brings you back there at the expense of some XP debt. It requires some stretching of the original idea, but that's necessary with the persistant nature of an MMO.

I'm more concerned with the passage of time than permanent death. They'll probably have to make it perpetually nighttime, as throwing in a passage of time, including daylight, would utterly break the game. Can't really enjoy a game when you simply can't do anything for a certain time period. You lose the dramatic limitation of having to escape the sun, but adding it in would be way too much of a hassle overall. The only thing I can think of would be maybe have a mandatory timeframe in which you have to be back to your crypt, but that would be more inconvenient than a fun gameplay mechanic. Plus, it'd be Hell on the servers if everyone was coming out of "sleep" at the same time constantly. I say just refer to any server maintenance downtime as the occasional daylight hours and be done with it.

Dimmukane:
A friend of mine had a really good idea for implementing permanent death into an MMO, in which loot is passed on to the next character as an heir, and releveled to where the new player is.  Actually, it was an idea for an MMO, that worked permanent death into gameplay somehow.  But it probably would've worked, the way he had everything set up.

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