his crimson and endstone grave

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summary: 

Manhunts are supposed to be fun.

It's supposed to be some light-hearted competition between friends, where they practice their skills and try to be creative. Yes, of course, sometimes someone gets hurt, and depending on the injury, the group will decide to continue or not. They are not, however, supposed to die. That is not part of the game and never has been.

or: manhunt goes wrong, dream pays the price

tw // blood, character death lolz

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Manhunts are supposed to be fun.

It's supposed to be some light-hearted competition between friends, where they practice their skills and try to be creative. Yes, of course, sometimes someone gets hurt, and depending on the injury, the group will decide to continue or not. They are not, however, supposed to die. That is not part of the game and never has been.

The speedrunner wins by killing the ender dragon—the hunter's win by pinning the runner down until he admits defeat. This is usually when the runner is in a situation they can't get out of, like pinned down by someone's axe or getting caught in their traps. Deaths do happen, especially for the hunters; however, their respawn system has been tweaked, allowing them to respawn instantly without the agony accompanied by it. They simply die and wake up at their nearest spawn point, continuing the game from there. No pain, no confusion, no scars. Respawning is a process that causes an insane amount of pain, and it can take from a day to a few weeks to respawn, depending on the cause of death.

When a player dies, they carry their injuries into the void. Depending on how bad the death was, it correlates to the length they spend in the void. If a player dies from hunger, they will spend less time in the null than someone who died from blood loss. Their body simply repairs itself before sending the player back.

Once a player returns from the void, however, their injuries are not entirely healed. The void seals the wounds but does not take away the pain. The player simply floats in nothingness while feeling nothing but the pain of their slowly healing wounds. They stare into nothingness as their bodies shift and click, putting things back into place that shouldn't have moved, and it hurts terribly.

Once the void deems them okay enough to respawn, it sends them back to their respawn point, whether a bed, respawn anchor or the spawn of the world. The player returns to that spot, usually unconscious, and their body determines when they wake. They remain in pain when they return to the world; the injuries merely healed over, so they don't die again instantly. From there, they must live in the agony of their wounds until they heal naturally. Not to mention, when the player wakes, they usually suffer a heavy fog of dysphoric confusion. Long story short: respawning is not fun.

However, thanks to Dream, the hunters get a free pass from this borderline torture.

For the runner, though, it's slightly different. Since the goal isn't to kill them, they technically shouldn't die, meaning there was no point wasting energy to manipulate the code for them.

See, changing code takes a lot of effort and energy, and it's something that younger admins usually struggle with. For this reason, most server's haven't changed their respawn mechanics, merely warning the players against it and moving on.

Dream, although young, is a very powerful admin. The admin can create new worlds at the snap of a finger and manipulate code with minimal effort. He is an anomaly to the admin community; most envy him for his power at age 21. Though very skilled and robust, even some commands can break him.

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