[quote=@Gowi] 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. [/quote] Well, yeah. If you're happy with a rapidly diminishing playerbase. And with only few "active" players, because why would you go out and risk your life when you can just happily chill somewhere safe, possibly in the low level zones when you're higher level, simply farming the low level mobs that pose no significant threat to you. Or you have suicides... I see why you would want such a thing, if you also like zombie apocalypse stuff, which I don't. Whereas having a respawn system, with some penalties applied to it, like losing all your equipment, money and some experience points, would enable the players to form alliances to try and better their world. Of course there are the "bully" players, too. But that is one of the challenges one needs to overcome. And it might even result in player alliance vs player alliance wars. From my point of view, SAO does a pretty terrible job at conveying how a permadeath system in what is basically a game, which is made for you to die in, much more easily than in real life, at least, effects human psyche. Especially when a good part of the playerbase is underage. It would certainly create a "Walking Dead"-esque environment, which you could escape from by just not risking it.