Slavery: Lower the Price

We will file suggestions here that did not make the cut. Don't expect detailed responses, but the most common reasons are:

  • implementing the suggestion is impractical, or too much work for the gain
  • the suggestion is thematically against our design philosophy
  • the suggestion is too detailed/low-level
    Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to fix everything.

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Tashalar
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Re: Slavery: Lower the Price

Post by Tashalar » Sat Sep 20, 2014 8:44 pm

Kuma wrote:
DirtyDeity wrote: They don't RP as slaves. This, to me, means that their 'masters' enslaved them for kicks and giggles. Not because they wanted a slave. If thye wanted a slave, they'd make life for him in the UD, and he won't be spending all his time on the surface.
Do not blame the slaver for the failings of a slave, especially if they were Taken captive, are aware the surface is easy to get to, that the repercussions are a back and forth collar-yoinking, etc.
Also, how do you know if the slave hasn't been ordered to go to the Surface?
I've had slaves try to escape, spend ages making a network of allies and resources to use to escape and make roleplay out of it, and take the consequences if/when they get caught like a champ. Others, none - just cutting and running, not having even made it worth the investment first (either profitably or in roleplay potential) for Azuilah to want to invest further resources going after them.
Which one should I be spending my time on, as a slaver/player? I think I should be spending my time on the majority of my slaves, the players that want to roleplay with me, rather than spending my time chasing after one that clearly doesn't (and in turn neglecting the others).

Peppermint has the right of it. As a slaver player I try to make sure that everyone I enslave wants it to happen, that everything is clear and up front (I've had cases where the players have lied to me, but this has been very much the minority and dealt with ICly as it happens).
I admit in some cases I have been missing timezones with some of my slaves, and I'm working on that (as well as having a Head Slave that helps, teaches, and roleplays with the others as well, being on a different timezone to me).

Please don't assume that just because a slave is on the Surface, acting like a normal adventurer (or whatever you've experienced), that they have just been 'let go' to run rampant for shiggles and not cared about.
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DirtyDeity
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Re: Slavery: Lower the Price

Post by DirtyDeity » Sat Sep 20, 2014 9:17 pm

This doesn't contradict what I say.

If they player 'doesn't bite', and isn't attracted by the slave RP, and wants to get back to Surface and do his thing, then he should remove his slave collar.

Except that costs a ludicrous sum of money that he's not going to get anytime soon, so we get that twilight zone of a slave that just ignores his slavery and occasionally gets pulled over for a sessions of something in the UD.

This was a post supporting the reduction of the collar-removal cost. Not a post defaming slavers for flippantly applying collars. Apologies and thank you.

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Queen Titania
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Re: Slavery: Lower the Price

Post by Queen Titania » Sat Sep 20, 2014 9:33 pm

Lets keep suggestions as suggestions please?

You can always try a slave collar after experiencing the system with the lighter prisoner collar to test the environment out. I suggest to first time slaves to test it out before deciding, since you can choose which you are subjected to (If any at all, albeit with IC repercussions). Much harder to get out of the slave collar choice once you made it, for rather solid reasons.
Please don't feed my sister.

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