07-27-2023, 04:42 PM
Your Local Heel here.
I will not be so base as to be reductive and state that many of the complaints and opinions here seem to ride hard on the fact that often times people wish to inflict their PVP and Villains upon a populace of players that were not comfortable enough in their own skin to deny consent. Or at worst at times are told by members of the community explicitly they can't. So they suck it up for the sake of good faith.
Communication is important in all regards, consent is even more important. It matters not that the villain's players desires are for people to react in the moment, or for conflict to be organic. That may be what the individual enjoys, but it may not be what the whole enjoys. But I also find it a misnomer that the people you're engaging with have to speak up and not be quiet.
When the Marauder event in Telegrad event happened, it was sparsely organized, poorly communicated to everyone as a whole, and there seemed to be a detrimental amount of misunderstandings and such in the build up to it. To the point that in the aftermath it's remained a matter of contention. To the point that I volunteered to speak up, especially towards a member of the Event Staff.
Something people aren't comfortable doing, or worse saying no to. People may not agree or like it, but I feel if you're planning to create an antagonist, to inflict change upon the world as one should be. No matter how big or small. You've the onus to reach out and communicate. Any consequences that come from a lack of foresight or thought, are on you.
This is not to say I did not have fun with Marauders during the event, that is not to say I didn't have fun fighting your Exorcists, or meeting them. I did.
However you can see where a lack of communication, clear conveyance of the villain's players desires and a mutual trust come into play? I hope that while my speech here is impassioned and brash in places I offer only my perspective and critique from the other side. The one who likes to play hero. Because while yes the saturday morning cartoon villain works within the confines of their narrative structure.
It may not always work that way within the constraints of SL2, and even then saturday morning cartoon villains are written amongst a team. Collaborating and planning beats to find the most organic notes of satisfaction they can.
I will not be so base as to be reductive and state that many of the complaints and opinions here seem to ride hard on the fact that often times people wish to inflict their PVP and Villains upon a populace of players that were not comfortable enough in their own skin to deny consent. Or at worst at times are told by members of the community explicitly they can't. So they suck it up for the sake of good faith.
Communication is important in all regards, consent is even more important. It matters not that the villain's players desires are for people to react in the moment, or for conflict to be organic. That may be what the individual enjoys, but it may not be what the whole enjoys. But I also find it a misnomer that the people you're engaging with have to speak up and not be quiet.
When the Marauder event in Telegrad event happened, it was sparsely organized, poorly communicated to everyone as a whole, and there seemed to be a detrimental amount of misunderstandings and such in the build up to it. To the point that in the aftermath it's remained a matter of contention. To the point that I volunteered to speak up, especially towards a member of the Event Staff.
Something people aren't comfortable doing, or worse saying no to. People may not agree or like it, but I feel if you're planning to create an antagonist, to inflict change upon the world as one should be. No matter how big or small. You've the onus to reach out and communicate. Any consequences that come from a lack of foresight or thought, are on you.
This is not to say I did not have fun with Marauders during the event, that is not to say I didn't have fun fighting your Exorcists, or meeting them. I did.
However you can see where a lack of communication, clear conveyance of the villain's players desires and a mutual trust come into play? I hope that while my speech here is impassioned and brash in places I offer only my perspective and critique from the other side. The one who likes to play hero. Because while yes the saturday morning cartoon villain works within the confines of their narrative structure.
It may not always work that way within the constraints of SL2, and even then saturday morning cartoon villains are written amongst a team. Collaborating and planning beats to find the most organic notes of satisfaction they can.