I was visualizing the game I'm working on by ways of an imaginary play transcript and I came up with a little idea I'd like to discuss. It's a little add-on mechanic.
The game I'm working on is about investigating supernatural phenomena. It's a horror game. I like to describe it as a cross between Silent Hill and Supernatural(the TV series).
Playing CoC, I always thought that offing yourself(in game that is) would make alot of sense, considering the Sanity mechanic and the fact that 90% of the investigators ended up in asylums or dead within a couple of sessions. They saw unimaginable creatures, faced cultists and gunshot wounds, lost friends, realized they were Nyarlathotep's puppets and that the ''real'' world is a stage in Carcosa. It would make sense for at least some of them to eat a few bullets. At the same time, it makes sense that characters that lost friends would view them as heroes(they saved the world a few times but in the end, they still missed their buddies.
Very sad.) and draw strength from their actions and valiant lives. Then again when your friends blow up their heads, that would seriously impair the investigation...
So the mechanic I'm thinking about:
At any point the character's sanity(let's assume I'm using a sanity mechanic) has taken a serious hit, the player is allowed to end his character's life. The character's actions in previous investigations and personal belongings provide a bonus equally split between the remaining party members. The player has to create a new character and get's no bonus.
Is suicide too sensitive a matter for a game?
Is this mechanic even useful or cool?
Thanks for any input.