There is, in outcast article on the wiki.
Basically you realize that every npc hates this guy, but are free to do whatever you want.
http://wiki.arelith.com/Outcast
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There is, in outcast article on the wiki.
I actually like the Champions Belt and Radiant Heart ring. They are a choice to put on and make IC sense that people can see them. I would like to see more items like those.Void wrote: ↑Sun Mar 15, 2020 11:04 pmTags exist to avoid all sorts of cheating.DangerDolphin wrote: ↑Sun Mar 15, 2020 8:29 pmI like the original suggestion. Tags are a mistake and encourage lazy RP.
Like that champion chains. Without tags you can wear it, and remove it from your description, so PCs won't be upset.
Same goes for slave collars.
Bluff and Perform exist for a reason.
And we already know what Irongron said here is true, as it's exactly what happens to Outcasts, even in neutral locations like Sibayad. Outcast players are frequently subject to 2-line RP PvP by people who have never met or really investigated them.Allowing UDers to see the tag would effectively limit Andunor to visiting surfacers as I expect many would quickly become the target of PvP.
Finding out who is and isn't an outcast on the surface world can be achieved via espionage RP.
This.DangerDolphin wrote: ↑Mon Mar 16, 2020 12:39 am
And we already know what Irongron said here is true, as it's exactly what happens to Outcasts, even in neutral locations like Sibayad. Outcast players are frequently subject to 2-line RP PvP by people who have never met or really investigated them.
First, this is the pot calling the kettle black.Void wrote:Regarding Andunor being a trade city that can be belief of individiaul player and not actual state of the city (which is deceded by DM team and develoeprs).
Even if Andunor is a trade city, it is a chaotic evil trade city.
I fail to see how this in any way refutes my claim that evil humans are tolerated in Andunor, even if it is true.Void wrote:Meaning in order to be there value of character being alive should be higher than value of said character being enslaved, murdered, robbed, tortured, used a sacrifice or food and so on. This requires wealth, strength, connections, and a beginner character wouldn't have any.
This would cause an unhealthy drop in player numbers.Void wrote:However, it would be reasonable to allow andunor start for evil character if it is gated beyond a Normal award (or greater award, depending on race).
Thank you! Someone who gets it.Danger Dolphin wrote:I like the original suggestion. Tags are a mistake and encourage lazy RP.
I don't think we should be removing or gating outcasts behind an award, Andunor is not a 'Drow City' and never has been. It's an Upperdark trading city, and trade and profit relies on being open to as many people as possible.
There are two claims being made in this (admittedly frequent) line of thought:Babylon System is the Vampire wrote:While I can certainly see the "lazy rp" side, choices should have consequences.
Please don’t make generalizations about other players like this. It’s ungenerous and unfair. I’ve played several human outcasts, and not in one case was it because of this. It’s because I like Andunor’s setting and roleplay. I’ve also played several UD race characters there, too.MissEvelyn wrote:The major reason people choose Human Outcast over Drow is mechanical.
I’m going to throw a scenario: Bob is a human who lives in the Underdark. Joe lives on the surface. Bob goes to the surface to mine some resource, and Joe encounters him in the wilderness. Joe has never met Bob. Joe has never heard of Bob. Joe does not know where Bob comes from. What is the suitable reaction in this instance?Grim Yeeter wrote:In a perfect world, DMs and the playerbase work together to make reactions to Outcast PCs suitable as for their nature.
I’m saying we should get rid of outcasts. How Bob got to the UD is up to Bob’s player, provided Bob is evil and is roleplayed evilly.Grim Yeeter wrote:DMs use the ambient world, NPCs, etc. to make Outcasts feel capital-letters Unwelcome, or justifiably paranoid that if their (obviously obscured) identity is revealed they might suffer consequences.
Not if there weren’t any Outcasts, the removal of which I’m advocating.Grim Yeeter wrote:Players would react to Outcast PCs in a mature way
Incidentally, this is another reason I favor the removal of the tag (and the associated background). It encourages a kind of “I’m going to RP minimally and then mash the PvP button” gameplay that is highly antithetical to creativity, interaction, imagination, and good storytelling.Grim Yeeter wrote: neither instant leaping to disrespectful PVP in effort to "disregard" antagonist RP, or blindly accepting them out of an OOC-born conflict aversion.
Grim Yeeter wrote:Sadly, we don't live in a perfect world.
How are they meant to be treated? Suppose my suggestion were implemented and the concept of “outcasts” was removed. How are evil humans living in the Underdark “meant” to be treated? And why? Tell me. I want to know. I’ve already given my answer: A character should treat a denizen from the underdark in whatever way it makes sense for that character to treat them. If the character has no IG knowledge of their residency in the Underdark, then they should react to them on the basis of whatever FOIG information they have: their appearance, their description, and their behavior. If the character DOES have IG knowledge, then they should react to them as their character would react to someone who they know is a denizen of Andunor. That’s all.The GrumpyCat wrote:It sucks, but the tag was needed so that people could treat them as they're meant to be treated.
I am not sure if this is directed to me, but please see my original post. I’m saying we should remove Outcasts, so Irongron’s post here is moot. Whether your character lives in the Underdark because they got ostracized or for some other reason is a choice that you, the player who is crafting the character, makes.Rex wrote:See also Irongron's thoughts on the matter as reference:
viewtopic.php?f=26&t=25991&p=210323
Thank you.
The Champion’s Belt is an item that your character is visibly wearing, so at least in that case there is some justification for the tag. If the “Outcast” background were removed as per my suggestion, what sort of cheating do you think would happen? Cheating on Arelith, as I understand it, involves using mechanical exploits or applying OOC knowledge that should be discovered in game. In that regard, the Outcast tag is much closer, conceptually, to cheating than its removal would be. All the more reason to implement my suggestion.Void wrote:Tags exist to avoid all sorts of cheating.
Like that champion chains. Without tags you can wear it, and remove it from your description, so PCs won't be upset.
Same goes for slave collars.
Bluff and Perform exist for a reason.
I already linked outcast article two times, here's the third:DangerDolphin wrote: ↑Mon Mar 16, 2020 12:39 amOutcast and Pirate don't make much sense and bypass the need to RP to discover who a person is and where they come from.
Apologies for the gross paraphrase, but I feel this mentality of human outcasts (or rather evil humans if your idea goes through) being necessary for UD population to be something we can easily put to a temporary test on. Like arelith is not the same server it use to be, and doing something like a minor reward for it might encourage might just get more monsters rolled up.
Your proposition would be worse than existing situation. As you remove one more background for no benefit, and want to allow ALL non-good humans into andunor which will impact believability of the city negatively. By the way, gating access to andunor behind normal reward while still allowing outcast is a good compromise, in my opinion. Whoever wants to start as non-outcast can do it by spending a reward and the old way is still available.
This is not what I want, and I do not know why you are attributing it to me.As you remove one more background for no benefit, and want to allow ALL non-good humans into andunor which will impact believability of the city negatively.
Did I mention I want to remove the outcast background, along with the notion that all evil humans and half-orcs starting in the Underdark are there because they got ostracized from the surface of Arelith? I may have underemphasized that point, both when I wrote it in bold letters at the beginning of my first post, and mentioned it numerous times thereafter.It was already outlined by previous posters that when outcast tags weren't a thing, it was simply ignored. Given that a significant number of players gravitate towards being friendly to all, it is hardly surprising. In description of outcast (which I already linked) it is explained that it is derived from behavior of npcs. It would be problematic to properly script every single npc to pass rumors about "Bob the Horrible", and spit at Bob for 1d6 sonic damage every time he passes by. Hence the tag. It is a compromise.
If my character hears a rumor from an NPC, or from a PC, or anyone, that rumor has to be transmitted to my character in game, during a conversation with that character, or on a message board. My character has to either hear it spoken or read it on a message board. That's how FOIG works, or at least how it is supposed to work. Either way, there would be no need for it if THE OUTCAST BACKGROUND WERE REMOVED.The problem here is that it is impossible to script all the npc rumors, disgusted expression and so on, so in the end the burden of providing explanation of knowledge is placed on whoever is examining the character, along with decision regarding what to do about it.
To be fair, if I had to choose, I would prefer gating them behind an award over the current tag system. The latter is just truly carcinogenic, from a roleplay perspective.malcolm_mountainslayer wrote: ↑Mon Mar 16, 2020 3:44 amApologies for the gross paraphrase, but I feel this mentality of human outcasts (or rather evil humans if your idea goes through) being necessary for UD population to be something we can easily put to a temporary test on. Like arelith is not the same server it use to be, and doing something like a minor reward for it might encourage might just get more monsters rolled up.
So you want to kill the thing other people are currently using. Cool. That is worse by default.Dr. B wrote: ↑Mon Mar 16, 2020 4:15 amDid I mention I want to remove the outcast background, along with the notion that all evil humans and half-orcs starting in the Underdark are there because they got ostracized from the surface of Arelith? I may have underemphasized that point, both when I wrote it in bold letters at the beginning of my first post, and mentioned it numerous times thereafter.
This is not always possible. The game is a game and has its constraints. For example, your character somehow gains levels and learns new techniques without a trainer. Or, by investing points into spellcraft, somehow starts recognizing magic on sight. It is also impossible to befriend Luthien from mercantile building and drag him on an adventure, making him your party member. And, unfortunatley, other people can't visit your character's homeland, as it does not exist in the game world as a location that can be visited.
We're talking about information about other people's characters. There are important differences between that and the examples you're providing. For one, there is great difficulty in realistically accounting for the fact that everyone on the surface is a repository of information on who the outcasts are, what they look like, and what they did. Then there's the fact that the mechanic is a serious breach of the principle that information about other PCs should be discovered in game. There are many good reasons for that principle; I won't go into them here, though I did touch on them considerably in an earlier post.This is not always possible. The game is a game and has its constraints. For example, your character somehow gains levels and learns new techniques without a trainer. Or, by investing points into spellcraft, somehow starts recognizing magic on sight. It is also impossible to befriend Luthien from mercantile building and drag him on an adventure, making him your party member. And, unfortunatley, other people can't visit your character's homeland, as it does not exist in the game world as a location that can be visited.
Please stop implying that I'm posting this because my outcast got killed by surfacers. None of my outcasts have been caught, and the prospect of that happening is not why I find this mechanic so noxious.I also wish people rolled with the consequences...
I don't even know what this means. Are you saying I'm in favor of deleting current outcast PCs? I'm not. Under what I'm proposing, their tags would be removed from their description. Furthermore, the option to pick "Outcast" from the list of backgrounds at character creation would be gone, and upon clicking the big door in the entry area, evil humans and half-orcs would be able to select Andunor as their starting location. I explained this at the very beginning of my original post, which you did not read.So you want to kill the thing other people are currently using. Cool. That is worse by default.
Starting in Andunor is the reason the background exists.
Please read the article on outcast on arelith wiki. It explains where the recognition comes from.
It means that killing off a cool background with heavy consequences is worse than not killing it. As you're shutting down an option to be reviled by everybody and not providing a decent replacement for it.
I believe that using Outcast to start in Andunor is not what the background is supposed to represent. And I do not see the argument as compelling.
If that's an IC response and not an OOC chatter then you'd pretty much need to explain why a character is not allowed to think this way.Party in the forest at midnight wrote: ↑Mon Mar 16, 2020 5:05 amAs promised, a screenshot of someone using outcast tags IC.
This right here is the problem. People use these tags to come up with all kinds of justifications as to why evil characters aren't evil, and it's really frustrating to navigate around when absolutely everyone is apathetic.
If you want to be renowned on the surface as a villain then you should earn that reputation in game. Go on raids, enslave people, capture and torture them, do experiments, and so on. Do these things in game. There is plenty of opportunity for that. The game exists for that purpose: you create a narrative which you act out in game, and your choices in game have consequences that will affect how people react to you.It means that killing off a cool background with heavy consequences is worse than not killing it. As you're shutting down an option to be reviled by everybody and not providing a decent replacement for it.
If, in 2014, when Andunor was introduced, Mithreas had merely provided an option for evil half orcs and humans to start in Andunor, rather than an “Outcast” background, we would not be having this conversation. Yma23 would never have made a post calling for tags for outcast characters, and the suggestion would never have been implemented.I believe that using Outcast to start in Andunor is not what the background is supposed to represent.
They make a pact with a fiend and get caught red handed.
By the way, if outcast detection is restricted to settlement dwellers only, that explains the source of knowledge.The GrumpyCat wrote: ↑Mon Mar 09, 2020 9:38 pmA small clarification - Outcasts are outcasts not neccesarly because they are 'the most evil evil' (if so there would be no neutral ones) but because they've done somethign which can be seen to be socially unacceptable, or reputed to have done something. This opens up a fair few more possiblities.
Here's a suggestion for how to rp the whole matter.
Only those who are citizens of a settlment can recognise outcasts. So...
Consider it to be 'mild word of mouth,' from the npcs. Maybe they themselves don't quite know why Such-and-such is an Outcast, why he's so reviled he had to flee into the dark, but they do know that he/she did /something./
When Bob the Outcast walks into town, mothers grab their children and hurry them indoors. Men spit at Bob, and move across the road to avoid him. Washerwomen mutter behind their palms, and chortle to one another. Taverns go quiet when Bob enters, and the barman scowles, refusing to serve him. Some say Bob is a necromancer. Some say he stole a horse. Other say he murdered his brother. A few mutter he did -terrible- things with a certain goat named Nancy. No one is sure what, but no one wants him in their town, and instead of owning up to itlike a real man, he scurries underground to be with the drow, the goblins, the bugbears, the worst of the worst. That's the crowd Bob hangs out with. Bob is bad news.
Void wrote: ↑Mon Mar 16, 2020 5:07 amIf that's an IC response and not an OOC chatter then you'd pretty much need to explain why a character is not allowed to think this way.Party in the forest at midnight wrote: ↑Mon Mar 16, 2020 5:05 amAs promised, a screenshot of someone using outcast tags IC.
This right here is the problem. People use these tags to come up with all kinds of justifications as to why evil characters aren't evil, and it's really frustrating to navigate around when absolutely everyone is apathetic.
A reasonable possible explanation (given lack of context) is that "Mila" is lawful evil.
That's not an apathy, though. This is character's belief and highly lawful character, apparently. She picked a code and stuck with it. If you want to make her fall for it, though, you'd need a DM team assitance. Additionally this seems to be a second-hand information said by other character, and said character is expressing their opinion. Said opinion can be incorrect, said character can be trying to badmouth Mila, or it can be lying to you. Something to keep in mind.Party in the forest at midnight wrote: ↑Mon Mar 16, 2020 6:06 amVoid wrote: ↑Mon Mar 16, 2020 5:07 amIf that's an IC response and not an OOC chatter then you'd pretty much need to explain why a character is not allowed to think this way.Party in the forest at midnight wrote: ↑Mon Mar 16, 2020 5:05 amAs promised, a screenshot of someone using outcast tags IC.
This right here is the problem. People use these tags to come up with all kinds of justifications as to why evil characters aren't evil, and it's really frustrating to navigate around when absolutely everyone is apathetic.
A reasonable possible explanation (given lack of context) is that "Mila" is lawful evil.
Context is Mila Brown is the NPC that deals with a lot of administrative interactions in the Arcane Tower and is notable for booting outcasts out. This was in reference to a character that had many Andunorian ties and socialized below regularly. The screenshot is someone saying that because this person does not have outcast tags, he can go wherever he wants, and there's nothing the paladin questioning him over it can do about it.
A character that acts this way is highly likely to be evil aligned. Because Evil is selfish and has no obligation to fight good. Or do anything, really. "Why make enemies with someone who has powerful connection? Who cares what they're doing as long as it does not involve me?" This kind of thing. This is a normal reaction for neutral evil character who has a brain.Party in the forest at midnight wrote: ↑Mon Mar 16, 2020 6:06 amWhere people don't care if people are highly affiliated with villainous groups as long as they're friendly.