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Time Shenanigans
#1
The passage of time ingame has always been a minor inconvenience that people have dealt with in their own ways, but there's one current problem with it that I feel needs to be addressed: Leaving an event to go to completely different areas and then return to the same event with more people.

The issues that arise from this occurring include (but aren't limited to):
- Villains are unable to accomplish anything substantial when reinforcements for their targets arrive within 5 OOC minutes
- More people than the event planner anticipated arrive
- A large number of players are often excluded because not every event can entertain a dozen or more people at once
- Every event involves the same characters, instead of there being an uniqueness among what every character has experienced
- The more people there are, the more memes and OOCing that goes on

Why don't you just talk it out with players who do this?

Because it results in an argument every single time and then they usually just keep doing it anyway. If players could be trusted to handle things out amongst themselves, then there wouldn't be a need for a majority of the current ruleset. Namely, the twinking rules.

So, simply put, I'd like for there to be a new rule made: "Once your character is involved a serious situation, whether it be just players interacting each other or an actual event held by a GM, you may only leave with the intention of returning or informing others of the incident if you wait one OOC hour to interact with another character in IC and then wait another OOC hour before returning to the incident. This rule can be waived if all players involved agree or the GM running the event decides that it isn't necessary."

With this, you'll no longer see an event going on in the arena involving only six players get crashed ten minutes later by thirty additional players from Cellsvich.

Thoughts?
"Take it for granted. I dare you."

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