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Additions to the Flee Rules
#21
Note that despite being told that it was not OOC communication, and that a GM was given proof of such, which is all that matters, members of the grind group still insist that it was metagaming. A GM was watching over the whole thing, and would have stopped it if it were actually metagaming. But they didn't. Welcome to being a wanted criminal. If you can't tolerate dealing with the guards attacking you on imperial soil, you shouldn't do what you do, simple. I know your group will try to keep bringing up the metagaming idea, so I wanted to let everyone on the post know that the accusation doesn't have much weight, so they can see past that.

In other words, however, I'm in full support for the flee rules to become more weighted in favour of the heroes / guards in heavily guarded areas, like the fort, Cellsvich, and other towns, alongside the prospect of being downed stopping you from automatically escaping anyway if your team flees, because fleeing seems too easy for an antagonist in a place it should not be such a walk in the park for them.
[Image: 400px-Nihilus%2C_the_Abyssal_Flame.gif]
Ending 145: Disappointed in Humanity
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