change permadeath creates is to make a player's decisions more significant; without it there is less incentive for the player to consider in-game actions seriously. Those seeking to risk permanent death feel that the more severe consequences heighten the sense of involvement and achievement derived from their characters. The increased risk renders acts of heroism and bravery within the gameworld significant; the player has risked a much larger investment of time. Without permadeath, such actions are "small actions". However, in an online game, permadeath generally means starting over from the beginning, isolating the player of the now-dead character from former comrades. Richard Bartle described advantages of permanent death: restriction of early adopters from permanently held positions of power, content reuse as players repeat early sections, its embodiment of the "default fiction of real life", improved player immersion from more frequent character changes, and reinforcement of high level achievement. Bartle also believes that in the absence of permanent death, game creators must continually create new content for top players, which discourages those not at the top from even bothering to advance. Those players who prefer not to play with permadeath are unwilling to accept the risk of the large penalties associated with it. The penalty often means a great deal of time spent to regain lost levels, power, influence, or emotional investment that the previous character possessed. This increased investment of time can dissuade non-hardcore players. Depending on the design of the game, this may involve playing through content that the player has already experienced. Players no longer interested in those aspects of the game will not want to spend time playing through them again in the hope of reaching others to which they previously had access. Players may dislike the way that permadeath causes others to be more wary than they would in regular games, reducing the heroic atmosphere that games seek to provide. Ultimately this can reduce play to slow, repetitive, low-risk play, commonly called "grinding". Most MMORPGs do not allow character creation at an arbitrary experience level, even if the player has already achieved that level with a now-dead character, providing a powerful disincentive for permadeath. Permadeath guilds may exist in multiplayer games without this feature. Players voluntarily delete their characters based on the honor system. In tabletop games Permadeath can be used as a mechanic in tabletop role-playing games like Dungeons & Dragons. In these games, players