AluminiumWolf said:
I'd argue that in DayZ if you get killed, all you lose is your guns, but if a character in a TTRPG dies you can lose MONTHS of accumulated relationships, in jokes, story hooks etc. Character mortality doesn't encourage roleplaying, it encourages people to keep distance from their characters as a defence mechanism and to treat them like the disposable heroes in DayZ.
But that's what makes it interesting and forms the attachment. I'm much more likely to be attached to a character that some real growth associated with it, and who has survived some really harrowing and near death experiences, than someone who just breezes through in "god mode".
AluminiumWolf said:
And where are the TTPRGs for people who are not hardcore masochist weirdos? Why does a Star Wars RPG need permadeath? I can't imagine a situation where anyone would make a Star Wars MMO with permadeath. So why the ever living frick do we keep insisting that Star Wars TTRPGs should have it!
Hell, when the Vampire MMO suggested it might have permadeath, if the Prince of a city called a bloodhunt on a character (The risk was, while the hunt was on the Prince would also be flagged for permadeath) the internet reacted like they had grown an extra head!
Well, I think these examples both speak more to what people want/expect in MMOs than paint a good picture of why you'd want a TTRPG to be more like MMOs. As I said, they're different things, so why *would* you want them to be the same? Could you imagine the uproar if the Vampire TTRPG has characters that couldn't die and automatically "re-spawned"? I'm telling you now it'd be a lot worse than any uproar that might have occurred about the MMO…
And there are plenty of TTRPG games that cater for that style of play. I'd put any recent edition of D&D (3+) in that category. Hell, once the party gets past about 9th level, there are very few ways to permanently kill or maim a PC, without wiping out the whole party. D&D 4e even had "respawn" mechanics at epic levels.