Vigilance wrote:if i can't theoretically survive forever, and all of my progress is doomed to no matter what unravel and become nothing, i actually wouldn't play.
That's fair, actually. I guess I'm not exactly looking for more death and more certain death. Really just more dynamic lives. Hervarth used the term "roguelike" and I approve of that. And you can, of course, theoretically survive forever in most roguelikes.
For what it's worth when I allude to a limited lifetime, I'm not ultimately thinking of a world in which you die repeatedly and lose everything repeatedly. A lot of progress is already tied up in what we build. I'm thinking of a world where 500 days ago, our ancestors built the Anvil of Epithet and none can now replicate its craftsmanship. But if you have the anvil, you don't need to replicate its craftsmanship.
I know that's not the most interesting example, and maybe not that compatible with how Haven works, but maybe it illustrates the sort of thing I'm going for.
I think I'm leaving the scope of the topic though.