(this is not about what the world has to offer, scenarios/adventures, nor whats out there. Its the basic, inherent world interaction of the life and death of a character)
A new player would create a character
Have the option for a short training session to learn the interface
Pick a place to start (town, vault, outside a vault, middle of the desert, caravan, etc) (Note 1)
Then off to funland.
The following applies to any new character, does not matter if the player (account) is new or not:
Safety Zone/time
The Character would have 30 days (real world time) to play around with out the worry of being killed (Note 2)
After 30 days the player's character can be killed besides having new options (Note 3) open for play.
If a player wishes, they can shorten this by choosing to opt out of the 30 day wait window anytime they wish.
Death
Upon death (dead dead not just wounded to almost dead), just like the real world or most games (Fallout) the body can be looted. (Note 4)
Havens or sleeping spots
In the world there would be a few safe places (Note 5) to park your character for the night (or until you came back online). Places like hotels in the city (or other civilization places), a Vault that would allow you in, a haven/fort that allowed you in and etc.
But such comes at a price.
The first price is what it cost in caps, money, equipment, special items and what evers. This depends on the story line at that location.
The second price is one that can hurt you for sitting still. The first 24 hours (real world) is free, after that you start loosing 1% of your experience total (or what ever is used for advancement) per 24 hrs of staying (hiding).
This will encourage individuals to play more often but if they can't log in with in 2 days, there will be a small loss.
Players can also attempt to make a camp out in the middle of no where. How successful this camp is and how 'hidden' it is from others depends on the character's various appropriate skills. At camp, no cost is involved but the character could be stumbled across.
If a group of characters decide to make camp, the best skill of each appropriate skill is applied.
Retirement of character
A player should be able to retire their character and create a new one.
A retired character can be given the choice of natural causes of death (ie old age) or the fabled (insert name) retirement home.
This is simply a way to allow someone to stop playing a character with out having to be killed or create a new account to do so.
This would not be (or should not be) setup as a way to pass on your gear to the new character. There gear goes way or becomes open to looting. (Note 6)
Note 1.
New account first characters have limited starting areas.
Accounts that have been around for X time have more options.
Note 2.
The character can be beaten, shot, stab, etc but will never 'die'.
They would be reduced to 0 (zero) or 1 hit point, get to keep what ever gear they have on them (ie no looting of the body) and will gain a scar or some type of mark (along with how many times they were beaten with in an inch of their life).
This will allow a player to develop a character with out fear of losing it in the first few hours. Very important to new players.
There could be a very limited area of play that would be 'safe' for a new character but with very, very limited things to do as to help 'push' the character out into the world.
Note 3.
The MMO world would have many adventures and interactions to do, but once you allow your self (or time expires) to face death for real, there are many more 'profitable' adventures that would be available.
This works along with the choice factor. You can stay 'safe' for the full 30 days but being safe does not allow you to go for some of the more rewarding and dangerous missions.
Note 4.
I would like to see death is perament in most cases, but there are a few that death is not perament.
In all cases where the damage or damage dealing device does extreme lethal damage, a dead character is dead. (Nukes, several 100's of bullets in a short time, head cut off, swallowing a live & exploding grenade, etc).
Radiation, posion, small cuts, bleeding to death, etc could allow the character to be saved IF the appropriate first aid/doctor skill/wonder drug is applied with in the first 1 hour (or less) of game play. This would make group play more advantagous.
Note 5.
A safe place is where the only way that your character can be hurt is if the place is:
Nuked
Radiated from a near Nuke
The building is blown up (something extreme and lots of explosives)
Posion gas cloud covers the entire area for hours/days
etc (it has to be extreme, not impossible but very, very hard to pull off)
Note 6.
Looting could be of the actual body when it drops dead, or digging it up if it's buried.
The main point is that the player can not pass on equipment directly to the new character.
If a player works things out with other players to get some gear that belong to someone else, then thats fine as thats part of game play.
Dave Chase