"Noxid" Wrote:I don't buy the arguments for being lax on the rules for antagonists sake. An antag walking into town starting a fight the running away really isn't interesting so this rule changes little in regards to interesting antagonists.
Grind Member in the fight that occured in Dormeho here - I actually was just minding my own business near the fishing area when a party of four guards came out of the portal and immediately declared three of us were under arrest - which was really fascinating considering that I was both a new character and never actually attacked anyone/commit any crime at all. Although I corrected the guards, and I personally was...Pardoned, I guess. (They kind of just said, yeah sure you can walk away, was pretty confusing considering we were still challenged to a fight) you bet your ass I was wanted after I defended myself.
This of course, doesn't stop "Good people" from dogpiling my side after we already beat the guards of course, and people will always try to leverage that number addvantage even further; despite the fact being an antagonist is already a thankless, dangerous job in which you can go to prison or die if you lose but the most that'll happen if a protagonist falls, is they'll shrug their shoulders, say "No" to being killed and just watch someone else fight you with absolutely no risk to anything they own - and will gleefully complain on the forums about how we should take even more risks, and have an even harder time not just winning one four v four, but in fact twenty v four and just have to devote six hours real life to resolving the situation.
Good people don't even lose Murai if you beat them! No wonder they're so eager to throw themselves at supposed terrorists; they know
out of character nothing bad can happen to them, and that's what gives them the courage to act so cavalier in game. It's ridiculously two faced, and I implore that people show some empathy to our situation - people were doing roleplays about blowing up our guildhouse and such, as if any band of civilians would run up to a known Al Qaeda hideout in real life and attempt to trade blows with the terrorists themselves - it's a real coincidence, having four guards and what,
sixteen vigilantes? People who are totally ready to risk it all (In character) to fight our guild?
I feel that the two groups maximum rule, doesn't just keep it fair; it keeps it realistic. You're not going to have everyone in a group of observers just have the cajones to get involved, that's not how it works, that's never how it works. This is what guards are for. (Whether or not they're up to the task is of course another story - but it is technically their job) Sure, you'll have some people pitch in, but there needs to be some perspective here.