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Consequences
#17
As someone who has played antagonists on other games, I feel rather disgusted to see that I cannot even be an antagonist on SL2.

The only way to antagonize to to antagonize NPCs, for the most part. The ruling where you need permission for any sort of consequence to your character only ruins the roleplay experience for antagonists. You're there to push people to do something, you're there because you want to cause conflict. You're not there to beat people up, then let them go.

SL2's antagonism comes off as a Saturday Morning Cartoon, where even if you win, somehow the one you antagonized lives. It gives people plot-armor and overall destroys progression. It is forcing Antagonists TO CHANGE THEIR IC based on someone's OOC wants to keep their character alive.

Honestly, I think the rule should be removed GLOBALLY. But if someone is at risk of losing their character, or their character is at risk of being violated in a way they think is unfitting to the actions prior (maiming, kidnapping, stealing, etc) They are free to contact any of the staff to sort out the issue before it becomes canonical. Sure this may make some character's enter what is known in other games as a 'SCENE LOCK' but it would also prevent antagonists from needing to change their IC. Players have the liberty to go 'hey I do not think this is right' and GMs have the right to say yes or no on the situation.

As well, for casuallers? There should be some 'safe zones' even casualers enjoy. In these safe-zones, you are not allowed to kill, maim, steal, kidnap or otherwise antagonize someone beyond KO without their or GM consent.

Quote:Cellsvich/
Quote:Highest Safezone as it is not only the capital of the strongest empire in the game, but also the newbie zone. Here is where people start the game, and thus if they do not want to have conflict here, they should not be forced into conflict. And even if there is conflict, both PC and NPC guards should be allowed to step in at any moment to help the victim, should the siutation call for it.

Arena/BDP Dungeons
Quote:OOC Safezones. If you're here for OOC reasons, say grinding out levels or 10* items, or maybe grinding badges in the arena, you can simply state you are OOC or not roleplaying right now, and others have to accept that, they cannot force you to RP in these areas, due to their uniqueness.

Tannis/Dormeho/Oniga/Lispool/Chaturanga
Quote:Medium level safezone, you can't be killed here without GM or your permission, nor an you be seriously maimed. However people can steal from you and kidnap you. However you cannot be killed if kidnapped from these areas unless you consent. An area to go if you are OK with conflict, but not to serious character-risking levels.

Law's End/Coastal Cove/Static Dungeons/Woods Near Cellsvich/Camps/World Map
Quote:No Safezones. This means if you are in these areas, you are prone to being attacked by antagonists by any means they feel is appropriate, as long as it follows IC, and would not force a GM to step in and say it is not allowed.(Law's End, if you're a respected member of it's society, you can ask GMs for perhaps, NPC assistance)

Player Housing
Quote:The owner of the housing has the right to dictate the level of safety for ALL within it, including their allies/friends/self. Because of this, Player housing, regardless of which village it is in, will have whichever Safezone rating the owner dictates. As some housings are made for more than just houses.

Honestly adding Safe-zones that allows for casuallers to have places they want to hang out, while also making it so people who want to cause conflict have their locations as well, promotes multiple places of RP rather than the same ol' spots depending on what type of RP you are seeking/okay with.

Sure some of my suggestions involve GMs actively reading up on certain characters, especially on more proactive protagonists and antagonists, but shouldn't that be part of the job description anyway? Perhaps add individuals specifically for Roleplay Moderation, who are expected to watch other people's roleplays if they are prone to conflict.

One last thing, what level of harm is expected on win/loss, should also be OOCly stated before any form of conflict starts. However IC actions and words throughout a battle should be able to adjust this accordingly.

ALTERNATIVELY---

Though I do not think it is wise with the player base not being exactly large, is to create a second server that allows more freedoms for conflict and Roleplay, while having another server specifically for they more light-hearted, causal-roleplaying or Gameplay-oriented people.


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