Week 5 Run: Permadeath and the Weight of Consequence
Roguelikes, consequence that persists, and why some players want the respawn taken away entirely
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.
- you can name what a roguelike run keeps and what it discards on death
- you can explain why some players choose permadeath modes voluntarily
- your Fail-State Postmortem is due at the end of this session's week
Teaching team
- Idris Fenntutor