Use when designing high-lethality / permadeath / single-save combat and the systems around it — making death fair and readable, mitigating the cost of failure without removing stakes (short runs, opt-in difficulty, deterministic anti-save-scum), meta-progression and diegetically-integrated death (roguelike vs. roguelite), and the hard open problem of single-save permadeath in a long-form open world. Also use to diagnose deaths that feel unfair, a game churning players at the first big loss, or grind-to-win meta-progression. Triggers on "permadeath", "single-save", "high-lethality", "roguelike", "roguelite", "meta-progression", "save-scumming", "Ironman", "God Mode", "fairness", "telegraphing", "death is progress", "succession", "heir", "Hardcore mode".
Instalação
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Use when designing high-lethality / permadeath / single-save combat and the systems around it — making death fair and readable, mitigating the cost of failure without removing stakes (short runs, opt-in difficulty, deterministic anti-save-scum), meta-progression and diegetically-integrated death (roguelike vs. roguelite), and the hard open problem of single-save permadeath in a long-form open world. Also use to diagnose deaths that feel unfair, a game churning players at the first big loss, or grind-to-win meta-progression. Triggers on "permadeath", "single-save", "high-lethality", "roguelike", "roguelite", "meta-progression", "save-scumming", "Ironman", "God Mode", "fairness", "telegraphing", "death is progress", "succession", "heir", "Hardcore mode".
Permadeath, Lethality & Meta-Progression
How to make death create stakes instead of frustration: a hand-authored fairness/readability backbone first, mitigations that cut the cost of failure without removing stakes, meta-progression that makes failure progress, and an honest treatment of the genuinely-unsolved case — single-save permadeath over a long-form open world.
When to use this
Designing permadeath / single-save / high-lethality combat and its difficulty curve
Deciding the roguelike↔roguelite position (what persists across death)
Designing meta-progression and a diegetic death/return frame
Picking an anti-save-scum model (delete-on-load, deterministic seed, hyper-RNG, consequence-delay)
Tackling long-form open-world permadeath (the novel, playtest-required case — Area 4)
Diagnosing unfair deaths, first-big-loss churn, grind-to-win, or audience-cliff problems
Scope
This skill owns failure, lethality, and persistence-across-death. Adjacent concerns live in siblings:
Telegraphing/readability as combat craft → combat-design (this skill treats it as a fairness backbone for generation)
Loot/economy/progression numbers (incl. the finite-legendary manifest) → rpg-systems
The lore that justifies death/persistence diegetically → worldbuilding-and-lore (ludonarrative harmony)
Generating fair encounters + gating them → procedural-generation, procgen-review
The world-state persistence schema as content → systemic-emergent-design
How the pieces fit
GUIDE.md — the why: four areas (fairness, mitigations, meta-progression, the single-save long-form open-world open question), each with exemplars, citations, a "test for" criterion, a named failure mode, and the procedural/AI-authoring implication.
CHECKLIST.md — the what to do: Do/Don't + Test-for, grouped by area.
Source & epistemic status. Distilled from a deep-research synthesis (Sid Meier on interesting decisions; Spelunky/Derek Yu on fairness; Kasavin on Hades; XCOM RNG determinism; the Berlin Interpretation; Kahneman & Tversky loss aversion; Crusader Kings / Dwarf Fortress / Rogue Legacy / NetHack for succession). Areas 1–3 rest on shipped short-run games. Area 4 — single-save + long-form open world — is genuinely under-explored; every Area-4 rule is an extrapolation from adjacent genres and must be playtested. The two ⚠️ HEAVY FLAGS from the source are preserved verbatim in GUIDE.md §4.
The one idea to anchor on
Lethality without fairness is a random-death generator — the single worst outcome for a permadeath game. Permadeath only converts decisions into stakes if every death is the player's fault, telegraphed, and readable. So author a hand-authored fairness/readability backbone (telegraph budgets, guaranteed escape/counter-options, lighting/LoS minimums, hazard ceilings, an automated survivability check) before generating any content — and in a long-form single-save game, where one unfair death can cost the whole run, make it stricter, not looser.