I've had an idea for the past couple of days, but I'm unsure whether or not it'd seem 'fun' or 'fair' to the player character. The idea is basically this: When you first die (I'm unsure if it should be scripted or not), you'll encounter yourself in a horror setting where you have to escape from monsters and solve puzzles at the same time. If you manage to escape, then you'll be brought back into the game. You can die however many times you want as long as you manage to 'Escape Death'. When Death first catches you, they'll bring you into their office. They'll offer you a deal--they'll give you one free life to accomplish your task because--if you succeed--it'll make their life a hell of a lot easier. They're a businessperson. They're willing to make cuts to make the company run smoother. And you'll be allowed to continue through the game. However, this is where the debate comes in: The next time you die, you'll be chased by Death. And if Death catches you, they'll take your soul, and the idea is that the save file will be permanently deleted, and you'll have to start from the beginning again. This is my first game, and I plan for it to be good, and I plan for it to be a fairly decent length. I'm not under any time crunch to finish making it, so I have pretty much all the time in the world to develop it. You get as many lives as you can get away with (think Conker's Bad Fur Day, if dying constituted in you being thrust into horror scenarios that you have to escape), but once you're caught, you're done. The idea is that it'd add a sense of actual risk, rather than you relying on saves when battling monsters and enemies--you have to be careful. Note, these are the fundamentals for the idea: The first 'life' you get doesn't end until you actually get caught by Death and meet them for the first time. You can die however many times you want before the first meeting with them. Each time you die, you'll be thrown in a horror situation. This will include tense thriller moments, chase sequences, stealth sequences, et cetera. It'd sort of be like a division into a completely different game. When you get caught by Death a second time, your save file will be deleted, as will any save files within the 30-minute threshold of that saved file. I don't know. Still kind of mulling it over. Death will ignore these conditions and resurrect you as many times as necessary to defeat the final boss(es), so you don't need to worry about your save file being deleted at that point. There may be a couple of scripted scenarios where when you die, Death speaks to you instead. Unlimited lives are guaranteed unless you're a N00b like me. Git gud, scrub. While I think it's a pretty neat idea, it doesn't necessarily mean that it's a good idea. My questions are thus: Is this a good mechanic to implement in the game? Is this kind of punishment suitable considering the chances that it gives? If this is a decent mechanic to go by but it's unfair as-is, how can it be adjusted to make it fair? Can this mechanic even be implemented in RPG Maker MV as-is?