Even though Angband has perma-death, like most RLs, it also has development over multiple lives in the form of the monster memory. Nethack has a bones file that lets you retrieve your lost gear (or something; I'm uncertain of the specifics). Crawl sort-of goes the opposite direction and creates a bone file full of ghosts that are more of a penalty than a help, until you get tired of them hassling you and blow them all to oblivion with a necromancer. DoomRL has "achievements", though I think they're just for bragging rights and don't effect the gameplay. Spelunky lets you bypass large chunks of the game after you've given enough money (over the course of multiple games) to having shortcuts built. The Shiren the Wanderer series has all kinds of development that occurs over multiple lives.
At what point does it go too far? Diablo 1 let your character keep all his experience and spells and inventory, and even your equipment could be retrieved if you were careful and diligent enough. I think that was probably too 'generous' for most of us. What separates it from these (other) RLs? Is it because you don't have to go through earlier (in terms of both the dungeon and character advancement) parts of the game again? Even in Spelunky in some ways you start at zero when you start a new life.
At what point does it go too far? Diablo 1 let your character keep all his experience and spells and inventory, and even your equipment could be retrieved if you were careful and diligent enough. I think that was probably too 'generous' for most of us. What separates it from these (other) RLs? Is it because you don't have to go through earlier (in terms of both the dungeon and character advancement) parts of the game again? Even in Spelunky in some ways you start at zero when you start a new life.
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