Rules: Permadeath, DM Raises and Executions
Permadeath and you!
Retiring after Death:
Only a dm can enforce permadeath on a player, unless the death was from a proper execution (explained below), this doesn't mean that retiring after a character dies is always a bad idea however. Death has a big impact on a story, and a deep influence on characters you've interacted with (be they allies or antagonists).
Keep in mind that in a persistent world server, everyone is their own protagonist and you're probably someone else's antagonist. Death has a deep meaning in a proper narrative and if antagonists never stay dead, and neither do your allies, the concept of death and killing loses a significant amount of meaning.
Remember that in a persistent world roleplaying game, one of the big objectives is less to always win at whatever you do and more to tell an interesting story and narrative. In any good story or narrative, consequences have meaning, and large consequences have great impact on the direction the narrative goes. Consider that people are much more likely to remember a character who's had a great impact on the story and narrative than they are to remember a character who never lost, but had minimal impact on the server.
If Romeo and Juliette had respawned after dying, the story would have been terrible. When your character dies, ask yourself if it would be a good idea to consider retiring that character, would it make for a good story or further the narrative. But most importantly would coming back cheapen the narrative or break immersion within the story. But keep in mind that only a dm can enforce permadeath when a character dies, no one is forcing you to retire your character and if you feel that bringing the character back either through a respawn, or an ally raising you from the dead, the choice is yours.
See the PvP Rules: Player Killing (PKing) topic, section d) for more information relevant to retiring a character after dying.
Some DMs choose to raise characters who died in some situations, the dm could decide to let the characters respawn/raise themselves, drop a raise dead scroll to let the players come back with a small xp loss, or even True Rez the character with no xp loss. The flavor of the event, the circumstances surrounding the event, and the consequences of really brave/stupid actions on the part of the character, and DM preference all play a role in how/when/why characters are brought back to life. Whether a character will be raised by a dm is up to the dm's discretion (if they felt that a particular spice might have been too hard, or a character died due to a bug or unintended circumstance for example). It's a good idea not to expect/demand a raise from a dm, or get angry due to not getting one as the dm is in no way/shape or form obligated to grant a raise/rez.
It's okay to win, it's also okay to lose:
We all like to win, be it pushing a plot, running an event or engaging in player versus player actions that either cause one person to win/lose or even die.
You don't have to win every single time you quest or are faced with a challenge. Characters have weaknesses and we as the DMs like to see characters role played according to their stats, that pleases us. But more importantly, this is a roleplaying server and in any realistic story, loss happens. Not every danger or threat or challenged is meant to be within the realm of your abilities to handle it. A character opting for self preservation and quitting while he/she is ahead, living to die another day is just as much a part of good roleplay as overcoming an obstacle is.
What aggravates dm's is the "Superman" complex, the playing of characters well outside the range of their stats, and the absolute lack of respect towards the intentions of the game, proper roleplaying or a good narrative.
The City of Arabel follows a code of law that is enforced by a City Militia and Judges. In some cases these militiamen could be PC's and a caught criminal could be one as well, depending on the gravity of a crime, the militiamen could assign punishments or call for a trial in order to judge whether or not the caught criminal should go through a more severe punishment (exile or even execution).
Executions are not done by DMs unless:
It warrants an immediate and harsh decision based on gameplay.
The Judiciary verdicts a sentence of death.
Rules on executed characters:
Once a character has been executed, they are retired permanently, unless their corpse is recovered.
The character MAY get raised if their body is recovered, or they MAY Whitelight.
If the character is raised, they will be placed as hostile against all area guards within Arabel and Cormyrian controlled settlements (Exception: Old Town)
Any character who is uncover to have assisted in their raise, will be also placed on hostile to the peace official factions.
A executed character may respawn after two weeks after being executed, with DM approval.
A executed character will have none of their previous gear or supplies.
Players may execute other PCs without a DM present, but they must have DM approval to do so.
Players may kill raised executed PCs without a DMs approval, since they were executed.
The Judiciary should be thinking in terms of simple and fair Justice, not ACLU-American sit in Jail for 15 years waiting for 15 appeals Justice before execution. It is clearly not an "anti-capital punishment" society, but neither do we want to create a Hammurabic Code Justice. We want a simple and even-handed sense of Justice, with room for character personality, bribing, Noble influence, and such to take place as long as the characters involved remain in the heart of Role Playing.
Mind you, that breaking the law for "Good" characters usually bears the same Justice that an "Evil" character bears. There is no difference really between someone who stabs a guard to rob him, or stabs a guard because they spit on him and don't want to be arrested. For the guard, he still got stabbed!!! Let's not get lost in the context of intent for now. Let's just focus on "the law is the law". To be fair to both evil and good players, there is a certain amount of equal distribution that must be given. It is highly unfair for the server and the judicial system to let "Good" characters get away with stuff because they are "good".
However, if intent can be proven to be lethal for one case, and not the other, then it is possible and most likely that the sentences will differ. Be sure that the DMs monitor the Judicial system carefully to ensure that no OOC favors are being done by any party. You the players are the Judges and the prosecutors, the defense councils, and the law-breakers! We only provide an atmosphere in which you can play. The other part we control are the Lords and nobles who oversee some of this, which our intent is to provide for you a certain level of persuasion based on character personalities and situational ethics.
Further explanation why we have these rules:
If you played a PC guard, and the person you just spent oodles of hours putting behind bars just gets up and walks away from a raise without any consequences, what is the point of playing or being a guard, or for that matter being executed?
If there were no other consequences to killing guards and doing whatever you wanted in front of them, then law in itself would be useless to enforce.
Because of the mechanical limitations on the game, and the lack of 24/7 DM presence, this measure is to give a little credit to "reality" and the fact that your characters actions have real and reasonable consequences for their actions in a generally good and law abiding civilization such as Arabel.
We are not punishing the player. The intent is to provide the player an opportunity to continue to play their character, but to do so in an environment that was created by their character's actions.