Arigard wrote: ↑Sun Feb 02, 2020 4:55 pm
But, say I let a low level Paladin go and he runs back to his other Paladin friends and then says "Hey there's evil guys out there" should he now be telling those other Paladins "But hey, don't go get them, they let me go" OOC? No & I wouldn't want him to & if they then turn up, RP and then attack, what right do I have to be annoyed by that? They haven't broken any rules, it all makes sense for their characters to do so and I made a choice as an evil character (say your Drow) to be in that situation and part of the world, & the threat of conflict comes with the territory.
I understand your position; I think a lot of people have articulated this position or would otherwise support it.
And I don't want to tell your position is wrong because I would in turn be breaching the Be Nice rule.
But I want to articulate why your position will long-term be detrimental and is the not most optimal way of viewing interaction and conflict.
The paladin and his paladin friends are well within their narrative rights and server rules to take that course of interaction. However, a skilled and thoughtful roleplayer would immediately jump to the conclusion -> "
Why did the drow let you go?" The answer to this question is infinitely more exciting than, "
Where did the drow let you go?" The latter would be a question a player who has an itchy trigger finger would immediately jump to.
We can hide behind characterization and "low Intelligence paladin" as an excuse for why that first question wasn't asked, or investigated, but I'd say humbuck.
Paladins chasing you down because you let one of them go could be an exciting avenue of roleplay if done in a cat-and-mouse situation, where the objective is not to 'seek and destroy' but 'seek and discover' - but I bet you, 9 times out of 10, that is likely not the motivation.
Evil characters thirst for the opportunity to interact with heroes in a way that doesn't resort to violence and conflict. One of the greatest and most powerful 'victories' that can ever be achieved on this server is when the Big Bad turns the Good Guy. Or, the Good Guy redeems the Big Bad. That's a massive mechanical and narrative swing that has now occurred in the server's balance-of-powers. A drow poisoning the mind of a young paladin could be infinitely more rewarding than killing a paladin. A paladin that could intimidate a drow into giving information is infinitely more rewarding than killing a drow.
Violence begets violence on Arelith. It never results in a winner, only hurt feelings, gossip, and DM intervention.
A good roleplayer in the paladin camp would recognize that you, as the drow, let one of their lowbie paladins go. They would take your action, spin it, and create a narrative around it. Maybe that involves "hostile roleplay" but that doesn't necessitate turning red, clicking hostile, and rolling d20s.
One is never going to make an impression on this server if they're the paladin in your scenario, Arigard. So I think you've the right to be annoyed. I know I would be in your shoes. - maybe not annoyed, but disappointed.