[quote=@ClocktowerEchos]Personally I'm all for permadeath (or some penalty for dying), [b]gives the RP a feel of weight[/b]; running head first guns blazing again and again can only be so interesting. [b]Plus actual character deaths do provide good plot elements.[/b] [/quote] [quote=@NarcissisticPotato]In regards to permadeath, I find there's pros and cons to both sides of the argument. With permadeath, our characters would be considerably more cautious about a number of things. [b]It raises the possibility of player killing which, although SAO doesn't touch upon it a lot, would have to be met with harsh justice which would be interesting to see playing it. Y'know, gritty and shit.[/b] Non permadeath, on the other hand, makes death a bad idea but not an irreversible one. It has some meaning in that you could be watching your friends slowly slip further and further away from reality. [b]It's a bit more intelligent and long-lasting but it obviously wouldn't carry such an emotional punch; a la Moonlit Black Cats.[/b] Ultimately, however, as Jabber mentioned, we're having more of a focus on Log Horizon than SAO. Plus it could be said that unlike the creator showing up in Ep1 of SAO and telling them that if they die in the game, they die in real life, the Dark Lord did not mention death at all. I reckon we're going for non-permadeath then.[/quote] I completely agree with Echoes regarding this. I also bolded points of emphasis per my perspective. .HACK, Sword Art Online, Overlord, and Log Horizon all appropriately define the framework of life & death within their frameworks a little differently— but all of them have point. The whole aspect of “if you die in the game, you die in reality” is a lot more significantly interesting to me and once realized by the players would actually create anxiety, paranoia, and dread. I think it is certainly more interesting than countless respawning. Death needs to have weight and danger— and ultimately I think Sword Art Online’s system is better than Log Horizon’s in this aspect (and probably this aspect alone). I would advocate for death having weight, meaning, and harshness to go alongside the RP’s themes. Remember, just because the ‘Dark Lord’ didn’t explain to us how death works doesn’t mean it is one system or another— it just means whatever it is, it will be a surprise and that surprise puts people on edge and people on edge do stupid things.