Guide To Assassin!

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ImWithThisGuy
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Guide To Assassin!

Post by ImWithThisGuy » Sat May 11, 2019 8:30 pm

Heya!

After the recent assassin changes, I figured a guide would be very helpful to others. Feel free to add your own experiences of course, as I may not cover everything perfectly. I've played several in the past myself, and gathered what I could from other experienced players and compiled it here, so I hope it helps!


WARNING! NO TLDR!
Guide To Assassins


Intro:

To start, we'll ask the most basic question: "What exactly is an Assassin?"

They are often compared to bounty hunters, hired thugs and otherwise, but they are quite different. What stands out most is they are trained and precise killers, particularly so in cold blood, and of high profile targets. There is still a blurry line between bounty hunters and assassins however, because bounty hunters can also be trained and precise, or equally cold blooded. So what's the difference between them?

An Assassin cares about the kill as much as or more than the actual bounty reward. Whether it is to be a show of force, to ensure fear or panic, for a ritual or spectacle, or any other results the death might cause. They will target people that make an impact, or are of importance or power, because they are sure to do at least one of those things. This is because assassins normally represent an ideal, rather than themselves, and recognize the changes a single death can cause.

A bounty hunter only represents himself, (or perhaps a group), and only cares about the monetary rewards, with any other benefits second. Not to mention he wouldn't target anyone that would have lasting negative impacts on himself, for example a king, or a revered elder.

It's one of those "All squares can be rectangles but not all rectangles are squares" statements. All assassins can be bounty hunters, but not all bounty hunters can be assassins.

Find a way to incorporate the difference into your characters somehow, be it a sense of vigilante justice, thirst for revenge, a sworn duty to a deity or otherwise, hatred of leadership or certain kinds of leaders, or just a plain desire for chaos. This is what sets true assassins apart from normal bounty hunters.


General:


Assassins are given a great and terrible power on Arelith, and with it, responsibility. They can be a highly interactive class, and are given the tools to make large changes in the world single-handedly. Not all of these changes will be good; In fact, many won't be! The overlaying goal is to make these changes shareable and fun for others.

How you play your assassin is ultimately up to you, but it is always important to remember other the other players around you just want to have fun too. A few general rules of thumb:


  • Just because you can do something, doesn't mean you should. --So little effort can go into planning an assassination- but the less you do, the worse you can expect to be treated. Walking up and announcing your intentions with no other desire except to PvP and or kill the other person is not good for anyone.
  • The Assassin token is not an excuse for poor behavior. --It means very little in the bigger picture, and can always be revoked for bad choices. It's not a get out free card, and it doesn't give a reason to make those decisions. If anything, it should be viewed as a higher standard than normal, due to the responsibility it brings with it.
  • Consider the possibilities of working with those you meet. -- Many say assassin's key weakness is they rely on others too much for good roleplay. True to an extent, yet also their greatest strength; It allows cohesive story-building. Rather than focusing on the negatives of working with others, embrace it, and work alongside them.


Roleplay:


There are two main kinds of assassins; Open assassins, and closed assassins. Each are as they sound, and have their own benefits and detriments.

Open vs. Closed

Open assassins are great because you can have roleplay brought to you. If people know who your character is, they can bring them work directly, or even specialized tasks. However, this extends to your enemies and targets as well. If they are warned, it could mean trouble for your character. Not necessarily a bad thing, as it means more for your character to actually do, for better or worse.

Closed assassins are great because they can double as spies or information gatherers, and strike their targets when they are least prepared, before slipping back into the shadows. However, this ends up with the character being isolated, and means any assassin roleplay they will have mush be instigated personally. If they don't, then they risk having none. This is difficult to do, because remaining a complete secret while creating roleplay is tricky at best.

Open assassins flourish far better in the underdark than closed assassins, Though both manage well. Open assassins can barely function at all on the surface, while closed assassins can manage themselves fairly well there. There is of course a bit of variance between the two, which is for the best. Many assassins are selectively open, for example. I would recommend deciding how your assassin will handle themselves before creation, because it helps in the long haul, and adds longevity. It will also help recognize any personal expectations you have for them.

On the matter of longevity.. I can say the former of the two is better. If you attempt to remain a complete secret and are eventually caught, you will have to change how you play the character, if you continue playing them at all. Just something to be mindful of, and set expectations accordingly.


Contracts:


This is what makes playing assassins so difficult to play: The class is inherently based on the killing of other player's characters. While there are many other concepts based on the similar purpose of killing, The assassin class as a whole is directly and undeniably purposed for it. That is the reason it remains one of the three restricted classes. (Harper, Red Dragon Disciple, and Assassin.) Murder may not be all an assassin ever does, but it is still an integral part of class design.

This is why it's crucial to make sure it is an interactive experience. If you can complete your contracts in a way that is fun for more than just yourself, it does more than spread the fun; it creates good stories, and great memories for all involved. There is really so much that could be said about this, but we'll focus on a few particular points to help you go about completing your contracts:


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  • Be Assassinlike:
--As it sounds. Think of how your assassin would handle it, but be sure there is some visible difference that sets your character apart from a common bounty hunter. It will add depth, and make your character more memorable.

  • Be Interactive:
--Give the target a chance to roleplay, chat, or otherwise beyond the minimum requirements of the Assassin Rules of Engagement. It will make them more likely to respect the roleplay you offer in the present, as well as the future.
  • Be Interesting:
--Nobody wants to be killed by an assassin that walks up and speaks a line or two prior. Regardless of the outcome, try to leave something to be looked back on favorably from both sides, Whether it is a life changing event, or a matter of seconds.
  • Be Nice:
--If they ask for something specific, try to help them with it. If you can't, that's fine as well. Likewise, intentionally doing things that make them feel bad (insults, snide remarks, corpse bashing, etc.) Are unnecessary.
  • Be Fun:
--This is the most self explanatory of all. It is easily done with any combination of the points above. Just make sure you aren't the only one having fun, and especially not at the target's expense.
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If you can't fit even a single one of these in, my advice is to not complete the contract at all, because it will lead to discontent, resentment, or possibly even punishment.


Finally,and by no means a requirement, a polite tell to your target can go a long way. This way you both have a better idea of what the other wants, and allows you to work on plans together, if you both want to. It also reminds them that you are a person, not an evil backstabbing assassin. It doesn't have to be an in depth layout of plans, a simple "Would you like/dislike "x"? " works fine.


Conclusion:

Some final points of note to wrap things up on my end, for both assassin players, and non assassin players:


Assassins:

There are many players that will wish to refrain from ooc contact, which is fine. In these cases, it's best to continue with your own plans, and to make sure they are not obviously miserable.

While there may be a lack of 'high profile targets', we should treat each contract as though it was one. That said, if all you are after is blood and gold, play a bounty hunter. Not an assassin. It will be better for both yourself and others that way, and there is absolutely nothing wrong with playing a normal bounty hunter.

If you contact someone who treats you poorly or metagames your assassin, there is nothing more you can do for them except report their poor behavior, and either continue on with your plans without their help, or ignore them entirely. They won't have fun regardless, but you should try to act without spite or malice.

Due to problematic players in the past, we may have to expect some amount of aversion. This is another bit of reasoning why sending tells to your targets can be beneficial, because it builds trust and shows the player your intents are not against them.

Non-Assassins:

First and foremost: Assassins are not their players. Treating the player poorly because they took your contract is not fair to them. However, if you do feel they have done something wrong, or feel that they are creating an un-fun environment, Report them. Shouting at them in tells or elsewhere solves nothing. In fact, keep your report button ready at all times, as Arelith has a collection of both amazing and awful assassins. If they engage you and your character in a fun way, report that too.

If you ever get tired of a character and plan to roll.. Try to get in contact with the assassins! A little help rolling couldn't hurt.. Much? The same goes for when you have a contract you can't pay of and it makes you miserable. Instead of quitting the character, contacting an assassin (IC or OOC) that is willing to work with you to complete or remove your contract somehow without your character 'dying' is a far better alternative.


That's about all I have, so thank you for reading! I hope it can help at least a few of you. And of course, for those that wish to, please leave any advice you have as well.


Thanks again!

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