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RE: FLeeing Rules
#22
You had the opportunity to attempt to reschedule in the public discord, too, but you decided to go onward, so it was the bad call of your group that led to the botching of your experience. You didn't try hard enough to reschedule, that much is certain, doesn't matter if the fight wasn't initiated by you. So long as you actually come back when rescheduled, people will generally work with you.

With the group having an hour to prepare, there's only so much you can do to prepare in this game. The amount of preparation you can do amounts to like 5 minutes of prep. Any time after that doesn't add readiness, so giving a timescale of an hour means nothing.

Also, to note, as I'm told, two members of your group joined the battle without IC RP, and despite the fact people would have been in the way, which amounts to OOC backup, which... is actually against the rules. So either way, your practices were rather faulty. Keep that in mind. When two of your members are being attacked in the square, you can't just dismiss everyone else and join in. You have to fight your way through, which means you'll HAVE to leave them to fend for themselves unless you win another fight.

But that's enough on that. I'm pointing this out on an unrelated topic that doesn't need it. It needed saying somewhere, but going too astray screws things up.

In relation to the flee rules, however. It's way too easy for people to escape based on one person escaping meaning everyone gets to run. Judging by your responses, you'll accept no wrongdoing, so individual flee would really help, to stop one person's flee meaning that everyone in a party gets to escape.

Sorry to any GM who sees this rambling.
[Image: 400px-Nihilus%2C_the_Abyssal_Flame.gif]
Ending 145: Disappointed in Humanity
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