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Week 5 Run: Permadeath and the Weight of Consequence

Roguelikes, consequence that persists, and why some players want the respawn taken away entirely

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22 March 2027

A checkpoint forgives. Permadeath refuses to. Roguelikes make that refusal the entire game, and a surprising number of players in games that don’t require it turn permadeath on for themselves.

Before the session

Bring one example of a self-imposed permadeath run — yours or someone else’s — and a guess at what it’s actually for.

In the session

We separate “consequence” from “punishment”: what a roguelike run keeps across deaths (knowledge, unlocks, meta-progress) versus what it burns, and why that split is what makes permadeath bearable at all.

Afterwards

Fail-State Postmortems are due at the end of this week. Submit before the deadline listed on that page.

The spec

What you bring to the session. Written so a reader can tell whether it has been met without asking you.

Teaching team