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First Draft - Conflict Guidelines & Scene Locking Rules - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: General Discussion (https://neus-projects.net/forums/forumdisplay.php?fid=9) +--- Thread: First Draft - Conflict Guidelines & Scene Locking Rules (/showthread.php?tid=7366) Pages:
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First Draft - Conflict Guidelines & Scene Locking Rules - Neus - 11-08-2020 Hello everyone. As promised, I have drafted some basic rules of engagement and things for scene locking. I have run this by the GMs and they gave their opinions, so now I want to also run this by everyone and gather your opinions as well. The general goal behind these rules and guidelines is not to restrict what you may and may not do, but to give everyone a basic and clear understanding of what is expected when you engage in this type of roleplay, and to help things make more fair in the event that someone wants to be an antagonistic character. Although there are a few other areas which need refinement as well, I think this is the best way to start making progress in this area. If you feel that I have missed the mark, or that these new rules/guidelines are actually not desired, you are welcome to say so - that is the entire point of this topic. If you want to suggest further additions that I may be unaware of, etc., you are also encouraged to participate in the discussion. Note that none of this is considered in effect yet. Rules of Engagement
Conflict: This term will be used frequently. Conflict is defined as any serious scenario that results in violence, or other similar serious consequences, against one or more player character(s).
Rule of Consent
The danger levels are as follows:
Rule of Avoidance
Robbery
If the victim of a robbery, one (and only one) of the following, of the victim's choice, must be offered to the victor. (NOTE: DONATION ITEMS, PATRION ITEMS, REGALIA'D ITEMS, ETC. ARE NEVER REQUIRED TO BE OFFERED, NO MATTER WHAT. IT IS A BANNABLE OFFENSE TO ATTEMPT TO CONVINCE OR IMPLY THAT SOMEONE IS EVER REQUIRED TO.)
Scene Locking First and foremost: Roleplay is a collaborative activity, not a competitive one. All parties involved in a scene, be it in conflict or not, should strive to make the scene fun and interactive for as many people as possible. Please keep that in mind when reading these rules.
The following is an example of how this rule works in practice:
The Devlogic™:
What defines a 'participant'?
What if a participant leaves to get help?
Exceptions to Scene Locking
Rules for Undying Races (Vampires, Liches) Some races have the capability to escape death, such as vampires and liches (referred to here as Undying Races). These rules are here to help define what they may and may not do, to avoid players from 'cheesing' and avoiding RP consequences as a result of conflict. While Undying races are permitted to utilize their relative immortality in a way that benefits them, utilizing it in a way that stifles RP or otherwise seeks to game the system, especially if done repeatedly, is metagaming and therefore a punishable offense. Note that these rules only apply for instances where the Undying race character is captured or otherwise in peril of such. Suicide
RE: First Draft - Conflict Guidelines & Scene Locking Rules - Noxid - 11-08-2020 Overall I love these rules. However I do feel like the scene locking is a bit inelegant. Like when stumbling across someone it might not be clear straight away if RP is locked or not. Perhaps we could have some kind of RP flag or something to toggle in game? That shows everyone else people are currently locked off in their own little RP bubble. RE: First Draft - Conflict Guidelines & Scene Locking Rules - Snake - 11-08-2020 This kind of defibrilated a little the evil inside me! I hope this ends up being fun for both sides after being tested a little. Also for Noxid's suggestion, it'd be some sort of 'ping RP mode' verb that gives you a small and temporary visual indicator of who has RP Mode on (sort of like Spotter from the talent tree Scout, the X). It's a good thing to have. And also won't pollute the game's visuals like LFG's persistent icon does. RP Mode could be used to also make enemy NPC mobs unable to target you as a bonus utility too. RE: First Draft - Conflict Guidelines & Scene Locking Rules - GameMaster85 - 11-08-2020 I love these rules. They set in stone a lot of things in general. Scene Locking is very important for different ways that I don't have time to explain right now, maybe later. You might also want to clarify how Dyst's current "running from an encounter" rules apply with these, and when. I assume Dyst's evasion rules apply when the evasion part of things actually happen, but it's nice to state here and give a link in the same thread either way for 100% clarity. RE: First Draft - Conflict Guidelines & Scene Locking Rules - sadbot - 11-09-2020 I’m curious as to how the guards will interact with these situations going forward, as I feel like it’s kinda rare that they’re in attendance at any of these sorts of scenarios before the conflict begins. On the other hand though, the rule being waved in towns and other NPC populated areas should make it a non issue unless the crime is committed elsewhere. I think it could be a nice way to make their policing of basically anywhere on the continent a little less oppressive when crimes are committed outside major settlements. RE: First Draft - Conflict Guidelines & Scene Locking Rules - Balor - 11-09-2020 I feel like there is simultaneously a lot to unpack and not much to it. The rules work but I feel many are inelegant in their wording. I'll break down what I feel is positive and what I find negative with an arbitrary pros and cons. Pros: - Defining the severity of losing prior to serious PVP requests is a good and needed change. - Scene locking does encourage more antags to antagonize. - The changes to Undying Races and their immortality is necessary and will change interactions for the better. Cons: - The use of soft language for defining scenes is not ideal. 'May consent' or 'May play along' is unclear and given how these rules are seeking to define encounters. A player must, or must not give consent. Rather than 'may'. Since the clear implication is that you are giving someone a choice to 'buy in' to the scene as it were. - Levels Of Consequence should ALL BE DECLARED in LOOC. Not just level 4. If there are going to be rules, they should not be left to IMPLICATION. - Scene locking allows people to further exclude people from interaction. I think that with some refining the rules can assist with RP, and we will get a better idea once people apply them to public incidents. Overall we're looking at a solid framework. RE: First Draft - Conflict Guidelines & Scene Locking Rules - Perdition - 11-09-2020 I like all of this overall, but I would extend the time "penalty" between interactions to be longer. 12 hours seems inconsequential when that means both parties go asleep and then all is normal again. I'd make it 3 irl days or so or more personally. RE: First Draft - Conflict Guidelines & Scene Locking Rules - Fern - 11-09-2020 Just wanted to quickly chime in and say that I like most of what I see in the draft so far. There isn't much room for me to be nitpicky. I feel that the time penalty is fine where it is. I think Level 3 danger consent should be stated in LOOC just like Level 4. A character losing a limb can be more important than it seems at first. I agree in that there should be some sort of mechanic that helps show you're currently scene locked, so it becomes far easier to tell with a quick glance. Kunai mentioned a 'RP Mode' and I think it could serve just fine in SL2 as well. I think how it'd work is like this: -You toggle the "RP Mode" somehow, either through a verb or an easily accessible button located in your game screen. -This places an icon overlay on your character that is small enough to not be jarring, but is also noticeable enough that people can tell at a glance you're scene locked. (Maybe a small thing in the top right of the 32x32 icon map, like a sphere that has the letters "RP" or something like that. If it looks pretty, that's a bonus.) -I also think a toggle like this should be able to prevent you from getting into mob encounters to an extent. By that I mean that it should only stop you from bumping into mob encounters outside of dungeons. This, in my mind, includes custom mobs and Black Beasts, since sometimes people just want to be that character in the sidelines commenting / watching in panic or something like that, rather than fighting the threat themselves. I'm aware there's a "force encounter" tool, but it's not always used! The "RP Mode" toggle simply not working inside dungeons would prevent most abuse. EDIT: The button could be in the same line up as the coin toss and dice roll buttons. RE: First Draft - Conflict Guidelines & Scene Locking Rules - Mr.SmileGod - 11-10-2020 A lot of people seem to like the rules as they're established, but I must disagree whole-heartedly. This seems rather... hand-holdy? Very 'we must protect the victim'-esque, which would compound on an issue we see ICly-- People that are all talk, and never see any punishment. I'm guilty of it, myself. My character, Anko, is often HORRID to people, with little repercussion. Also, another problem markedly isn't solved by this. Allow me to explain. Sure, scene-locking is great. It prevents people from getting jumped for being antagonists... But the issue of your antagonist being snuffed out soon after isn't really solved? The victim, understandably, goes to the guards-- And in a system that doesn't have a solid 'innocent until proven guilty' foundation, you're GOING to be arrested. 9 times out of 10, you'll be arrested even if there's no witness, etc. You mentioned in another post some other possibilities for punishments other than our current soft-ban system, but I feel the initial arrest is more important, personally. That being said, the scene locking does seem like an excellent start. However. My biggest issues lie in the 1-4 level of consent needed to do literally anything to anyone. The world isn't always going to ask for consent, and I feel like roleplay should be the same way. Sure, consenting to death is a necessary measure, but I'm unclear-- Do you need consent to be in ANY conflict, or any conflict above level 1? Because if it's any conflict, that's just... unreasonable. You shouldn't be just told 'nah not today chief' in LOOC and have your entire encounter scrapped. Or have to break IC to walk off because someone magically has plot-armor. And further than that, say there's a lasting conflict between two characters that would warrant serious fighting (and intent to kill / maim) with plenty of backing and reason for said conflict. You shouldn't just be able to opt out of more serious injury if you've been having serious enough conflict with a person to warrant such a thing. You'd be able to just be a wall-flower that shit-talks, be an annoyance and expect nothing to come of it until you accidentally cross that line of it being harassment (for which you suddenly get arrested for). That being said, I'm a strong advocate of keeping robbery-type RP away from OOC possessions. Those take real life time to get, and even if the listed requirements to be given are rather light, it still seems like something I feel should be kept to IC possessions only, without OOCly passing things over. That's more of a personal gripe, though, rather than something I see becoming an issue. A passing note on the 'rules of avoidance' clause, I feel it's unreasonable to expect characters to not be on the same map, with how few maps see meaningful player presence. Keeping it as 'don't antagonize eachother' should be enough. I'm also a bit iffy on the Vampire suicide bit, but that's just a personal gut feeling, I won't really touch on that now. Those are my thoughts on it. RE: First Draft - Conflict Guidelines & Scene Locking Rules - Radioaction - 11-10-2020 I would like to start off by saying one thing. It appears my superiority has caused some controversy. Either way, this little demon on my shoulder keeps jabbing me with a stick and telling me to be involved and give my opinion. However, a lot of people disliked my opinion due to it being 'roasting' and not 'helping. So, I'll give it my best shot to assist. First off, these conflict rules seem to be making SL2 more like a daycare for toddlers than before. I'll explain why. I understand this a draft, but there's some things that I feel should be stomped into the dirt immediately.
In my opinion, this appears to be outright a pure mistake. According to my understanding, this prevents anyone from "dealing" with a player who insists on harassing others ICly. Ontop of this in a loophole nitpicking style, this also means that a player can "refuse" a fight from the Guards as well.. Of course, simply nitpicking that part. However. The main complaint is that, If I were to walk into a bar and start calling everyone a bunch of idiots, and outright being an ass. Someone tries to fight me, I could by all means just go, "No." At first, I believed this merely meant consenting to the danger level. However, after reviewing the example of what "consent" implied,
So, maybe I'm misunderstanding. But I feel like if I'm not, it's good to get that out of the way. NEXT UP
All things considered, this just seems like it'll cause a lot more bad blood and boiling anger than it's worth. I can see what you're going for, but how do you decide to do this? Say for example, these parties initiate this conflict in the arena. And we're assuming guards are not called for whatever reason. Does the winner decide that the loser has to leave? Do they both have to leave? I personally believe it should be left up to the players calling the guards if the two parties continue to conflict and fight. Otherwise, forcing players to leave an area or avoid a person's presence for TWELVE real time hours is a bit ridiculous. What if the RP spot where everyone is, happens to be Cellsvich square? But they just conflicted, so one party is restricted from RP because their ex-opponent is there? SUGGESTIONS For the former, that's a very difficult topic. It always has been, but honestly? Talk shit, get hit. You shouldn't be able to anger people then just laugh and get away with it. That'll piss a lot of people off, and overall makes an extremely toxic community. Trust me, I've been in a community that does that. My best suggestion? If a player refuses to consent, yet the aggressor wishes to continue. The conflict is considered level 1, and PVP-based. That's my basic idea for it. As for the avoidance rule, I'd suggest- After the conflict, the losing party must leave the area. If they happen to come across their opponent again, oh well. Because honestly, having an OOC-enforced restraining order that affects IC? That's a bit much. Like, imagine getting punished because you want to be in an RP spot but your opponent says "haha no". If it's that serious, just call the guards and sort them out. They need things to do anyway.. It's their job, my guy. Now, sure. I may be expecting the worst out of these rules. But that's because in all honesty, you're likely to get the worst. And I want to nitpick, and patch the loopholes because the last thing I want to hear is different GMs giving different rulings. Like one conflict being the same as another, but having two different outcomes because there was two different mindsets from two different GMs. I, by all means, want to see SL2 be better. This is a good start. The ideas I didn't touch on in this post, I genuinely approve of. But I will not be getting on my knees and crawling to the gloryhole saying, "I love these ideas!". But, some of these are good for a first draft. . Also, I tried to be nicer than last time. I might have missed some stuff, but I'm not gonna pull out my reading glasses and start analyzing every ounce. If I misinterpreted the actual idea? That means others can too. Until next time, where I get dragged out of the basement and held at gunpoint to type another Gamer Review. |