High Stakes

I think the stakes are too low in SRPG. The player is advancing through the game, solving puzzles and overcoming challenges, but with little to motivate them. There’s a slim possibility of death at a couple points, but it’s easily recoverable.

Something needs to be done about this.

I’m considering a few ideas for penalties due to failure, separate from total failure states. Injuries, losing equipment, etc. Something to keep the player focused on the ramifications of their decisions.