rearranger: (pic♯15102464)
Rio Ranger ([personal profile] rearranger) wrote in [community profile] desum2022-02-16 09:45 am

murder mechanics

Hey all!

There's been some discussion about the consequences for murder, etc. Right now, a character suffers the pain of the victim, loses their powers, and then post-counselor visit loses one memory. But since it came up, I though it was worth revisiting since I still realize this doesn't feel like much of a consolation and unfortunately we can't have a 10 body pile up in which we all just keep killing each other (probably.)

I've also had it suggested by a couple people that they'd like a scapegoat mechanic - i.e. if a person is "caught" that didn't commit the crime, they can be subjected to murder consequences. This would be opt in and players would have no obligation.

Finally, I'm also looking at incentive to actually solve the murders since right now it's just for the deed well done. I've seen merit points and small items suggested as rewards, but I'd love to hear thoughts on this one since I've been struggling with it a bit.

So, I was hoping I could get some thoughts, ideas, etc, on how people feel about it and what they might like to see! I've got my own idea that I'll drop in the comments.
silentabyss: (Default)

[personal profile] silentabyss 2022-02-16 04:13 pm (UTC)(link)
LMAO I am dumb omg. I guess I haven't been keeping up with the changes to the system very well

I would say that losing merit points for getting caught or admitting to your crimes would be less incentive to kill for sure so I like that. Still tough on account of the fact that people are still gonna do it anyway, but that's kinda the name of the game at that point. If you really wanted to be firm about it you could say that the murderer loses ALL merit points if caught, but I'm not sure how hardass that is.

I'm also assuming this would only be the case for PC murders and not murders set up by the school like the practicum or the field trips? Esp wrt the other murder mechanics.