This server has had a very significant problem in regards to late/endgame content and roleplay. Opting in for permadeath in order to mechanically have more levels/power is fine and all, but that means that there needs to be things to do at those levels. And not just three quests to repeat on the daily. It means active story lines that bring people back often enough to keep the community together. It means having some serious interaction between DMs/EMs and the players. There's not going to be any motivation to go into those epic levels if there's nothing to do and rerolling a new character will only be encouraged with having an active player base that has stuff to do, more than just an economy -- the economy will always flatline unless you're making some items unavailable and interesting new ones of a similar power level but different directions. Good luck doing so without power creep and/or running out of items.
I like this place. I like the theme, the setting, and I do like the players I've encountered. But the interaction with DMs has always been difficult and all decisions have been obfusticated, hidden, undocumented, and there's even been miscommunication between the DMs when there were more active ones. You guys need to have change logs, you need to have some serious organization, and even though it's not a job in which you're getting paid, you guys need to approach it with professionalism and efficiency. If someone comes in, kicks ass with their own personal story, applies for some bigger DM story, goes into epic levels, and then either sits around because there's nothing to do or because their tickets/requests aren't being followed up on or aren't even being integrated into the server, they're not going to want to make a new character just to do the same thing. They'll just be on that high level character and socially roleplay until they are bored and move on.
Permanent death is fine if handled well and if there's a draw to it. If it's just there to limit high level players who are already limited in the content they can enjoy and be rewarded for, then it's not worth it.
[Reposted from Discord]
I do not personally think that permadeath is a bad solution or a good solution
on it's own. It is the context in which it lies and the surrounding options and reasons that determines that. If this is designed to deter people from wanting to be high level (not consciously, perhaps), then it would be effective if seemingly pointless. The difficulty lies in creating an engaging end-game content that encourages the playstyles that you'd want to see from people at those epic levels. If you want them to roleplay important things, there needs to be important things that they can actually do and affect. If you want them to be mechanical monsters of strength and to be made a challenge point for other players, for events, etc. then you have to ensure that there's a reward worth having. And, generally, that reward is going to vary from player to player and character to character. Some are fine just with a title or acknowledgement. Some want fluff stuff like a house, custom npc junk, and some want crunch stuff like extra gear, powerful spells, what have you.
If there is no reason for someone to play long enough to reach high levels (soft cap+no DM interaction/events/cohesion), then having permadeath will not entirely matter one way or the other. If there's a mechanical lag in entertainment, you'll lose people who want to stomp on things to pass the time. If there's a large story/roleplay lag in entertainment, you'll lose people who want to progress metaplots and intrigue. If there's a player base fallout in which most of the population up and leaves, be it because of either of the two previous problems or because the DM team cannot work together effectively and create an enjoyable experience with active ongoings, then you'll lose out on the people willing to reroll and stick around. Permadeath is a big decision. It can be rewarding to those willing to make new characters and who want to make an impact. If there's no impact to be made or if the player has no interest in progressing into epic levels, then it's even more critical to have a mid-late game that they
can enjoy without losing out on events and rewards. Otherwise you enter a trap. 'If you'd like to have more things to do and are bored, enter epic levels!' can really be interpreted as 'Well, you chose not to go in for permadeath, so you are just shit out of luck. Maybe roll a new character that will go epic, huh?'
My response may feel like a non answer or some sort of attack, and I promise it isn't.
My personal stance on permadeath is 'meh, sure, if there's reason.' But I just want to ensure that either outcome, there is activity to do, options to enjoy, and choices to make. If there's no reason for them to log on and keep going, regardless of opting in for permadeath/epic levels, then the system fundamentally fails and needs to be fixed. So, perhaps treat those who reach those levels as a sort of testing board. Eventually (I would think) the whole server will at least have gotten one character to this critical point and DMs need to stay aware and engaged at this level to ensure if the levelling process was enjoyable, if their time spent on levels was of an acceptable/expected/designed pace, if the things that they can do at those different levels was enjoyable. There needs to be a constant stream of feedback and of interaction. And it very much needs to be visible. Not just for the player base but for the DM team to accrue information and statistics and ideas so that they can keep making an enjoyable place!