Updated Thu, Feb 28, 2013 by Shayalyn
As far as I know, the corpse run died out with EverQuest’s introduction of guild halls in the Dragons of Norrath expansion. Suddenly, you could summon your dead body to the guild lobby and all the “holy shit I’ve got to get my corpse or it’ll rot and I’ll lose everything” urgency was extinct for good. I know, I know, you’re saying, “But what the hell was ever fun about a corpse run?”
If you’re an old school EQ gamer you’ve got a corpse run tale. It’s a given, like the sun rising in the east and setting in the west. We all had them. My own introduction to corpse runs came when I was just a level 5 druid stumbling around Kelethin.
Seriously, you don’t want to stumble in Kelethin, because it’s a tree city and there are platforms. With no railings. And falling kills you.
So, I was stumbling around Kelethin and, whoops--I fell to my death. No matter how long I wandered around under the city looking for my poor broken body so I could recover my meager possessions (I had just acquired a pretty decent club, after all), I couldn’t find it. I shouted to the zone, "Has anybody seen my corpse?” A kind Necromancer answered and said that he could track it for me. He did, and we became friends, and later guild mates. And there would be many corpse runs--some of them guild encompassing and epic--to follow. The corpse run mechanic made you have to rely on other players, a big part of the joy of social gaming ... until Dragons of Norrath killed that fun once and for all.