My experiences have been the following (Regarding PvP centric groups):
— "You are a monster race, cease to exist." (Unachievable win condition: I don't want to shelf/roll my character. No peace can be made. Conflict continues indefinitely.)
— "Andunor is a city of slavers, we will end slavery by killing you." (Unachievable win condition: My character can do nothing about slavery in the city. That fight should be taken to Claddath/Freth, if so. Conflict continues indefinitely.)
— "Dissasemble your faction, and cease any and all activities." (No previous contact from Surface PvP group, with no RP between the groups aside from it the PvP and the demands. Highly unsatisfactory, rulebreaks aside.)
— Conflict breaks out with PvP centric group. They start targeting anyone 'loosely' affiliated in any way.
—Money is offered in reparation (500k), as well as the opportunity to work together rather than keep fighting. It is refused. The money is taken, peace is brokered. (Acceptable win condition: Money comes and goes and it's a gesture that can be accepted. Many ask for money as reparation, so long as it's not exorbitant)
—The next day the PvP centric group re-ignites the fight with false claims. (It's perfectly okay with lying in-character, but I'm relating this so you can get a grasp on how that whole 'accepting defeat' or trying to make peace goes.)
— With others being harassed, and terms being refused my own character meets with them. After a good five minutes of insults and PvP bait (played this game for a good couple of years now, I've never seen such vitriol), they agree to cease harassing others if my haracter does a public apology. He does. He asks them if they are satisfied with it and we've an agreement.
After some mockery (obviously) they say it is.
(Acceptable win condition: To write a public apology is a good way to acknowledge a 'defeat' and that a conflict will be ended and to let stories move on, specially if one or the other are concerned about reputation.)
— I go back to IRL. Log back in in a couple of days, find out they are still harassing and killing others. They claim (again with an IC lie) that it is because my character has killed another. (With the help of a character that had rolled a week prior, somehow.) They refuse to believe that it isn't true. With that, conflict continues immediately, once again, concession after concession.
— Log back in. Vitriol from PvP centric group has reached unprecedented levels and it reaches OOC level on this group, there is no separation. My character will be insulted and attacked on sight from them, even if we've never previously interacted or they haven't seen my character before. Regardless of my character winning, and killing their assailants, ICly this is deemed "Oh, he got lucky. We'll get him next time!" (PvP wins only count on one side.)
— Character asks to faction leader what do they even want. His previous faction has been disbanded, the unaffiliated one has as well, players leaving simply not enjoying their time. There's nothing else. The response is "I will not negotiate in a neutral place" (Where I can't kill you. Given the previous M.O of coming to sorround people with 8 warded characters and insult them until PvP breaks out or make demands of them, which won't matter in the end, it gives some food for thought.)
— After some comments on it, the response is "Well give up your name and submit yourself, same treatment X character got" (Who had an Infernal contract/spell making them into a manchurian candidate.). After conceding and accepting terms of surrender two times, only to have it voided by them the very next day, there really isn't much incentive to believe this time will be different with such extreme a demand.
I do not tell this for you do anything about it, or because I want to go for a 'yes but-'. Or to bait you into taking the other side or the sake of the argument.
This is in the past, it is through and done. What I do is want to provide some information to make you understand that this does, indeed, happen. Not a "Well I heard from the friend of a friend that maybe this happened". Without second hand accounts of this, that it absolutely does happen. It certainly happened to one of my characters.
It does not mean that there are players who won't just turtle meta. I have seen factions who are exiled from every settlement "go under" until others have forgotten about their actions, or a player in their group is in power somewhere at which point they pop back up like they were never gone, and have a second go at it. Of every example that you can think of it happening one way, there is one example of it happening the other way.
Having more tools to measure this and more middle ground would be the best possible outcome because years of history have proven that leaving things well alone as they are tends to make things go to extremes.
This might be my next signature, made me laugh out loud.AskRyze wrote: ↑Tue Jul 26, 2022 9:35 pmDo you play evil characters often? Have you spent the weeks, potentially months, plotting and scheming, networking yourself with other evil PCs, building up your legend.... Only to have Joe Paladin and his pillarmen roll up on you while you're circlegrinding the goblin camp and then have them install a new air conditioning system in your chest cavity while a bard plays "X doth giveth to thee" on his lute?
However and since you mentioned the Xun'viir I'll tell you the following. This character was/is a Xun'viir. That character is still around. Saslae stuck around, she did not have bluff and got consequently thrown into a washing machine, and accepted her L to the extremes, and was only afforded it due to foig interventions. Lavok left the server a long time ago. Jhaamdath did as well. They're not 'shelved and waiting'. So I'm not sure who is 'turtling'; even the quarter has gone up for sale months ago so you can't say that "They're logging in to refresh it and not using it!"AskRyze wrote: ↑Tue Jul 26, 2022 9:35 pm
I am inclined to agree with you about sore losers, though. We have the complete collapse of Xun'viir in recent days to point to as example in that regard, people calling out the turtle for what it is and leading the population of the UD to spite them for it. So, I won't disagree, but I don't exactly call stirring up OOC spite, hatred, and drama among the community winning either. So I'll leave the scales neutral.
I'm not sure realistically what would someone do about that, dox players that don't play NwN anymore, go into their houses put a gun to their heads and go "You're going to install this game again and keep playing, do you understand me? I need to have this roleplay, I need it."
The amount of vitriol comes from players who did not like the faction OOCly, before their current roster of characters, and before that one, and before that one. And it's easy to see when it immediately bleeds OOC. Or when they didn't know you belonged to the faction at one point, and reached out to you OOCly on your alt to slander them to get you in their camp without knowing you knew the truth.
Everyone else just plays the game.
Engaging in such things only diminishes one's own enjoyment of the game because effectively it kills In-Character immersion when you see the player, instead of the character, and act in consequence of it (and affected by it).
Leading into this.IanPatron wrote: ↑Tue Jul 26, 2022 10:42 pmAlso did anyone stop to consider the implications of player OOC griefing or OOC dislike being a factor in a player's future impact on that server? If someone screws up in the UD and that player gets into it with a faction, and loses, or worse yet, gets into OOC grief with another player, it could impact any future characters that player creates.
OOC grudges will kill off characters, and cancel the players.
Yep, that's what's happening... players are getting cancelled.
This is also a very underrated post, and a true one at that.-XXX- wrote: ↑Tue Jul 26, 2022 12:57 pmIt's hardly surprising that players can be reluctant to accept the terms of unconditional surrender in a world where respawns exist. That's why it's probably good to manage one's expectations when offering outs. Demanding from the adversaries to just roll over, give up all their stuff and cease to exist likely won't draw the conflict any closer toward its conclusion.
As has been already mentioned, the turtle defense beats every other strategy, so cliques that go around twisting arms and forcing others to accept terms that they probably wouldn't be willing to accept themselves are doing it only to their own detriment (and to the detriment of the conflict storyline).
Finally, the turtle defense doesn't necessarily need to be a way of intentionally avoiding confrontation. It can simply be a case of playtime misalignment.
I doubt that there are many players around here who'd be willing to stay awake to 2am in the morning only to get their regular dose of cheesy PvP and OOC vitriol.
You bring up very interesting points, Seven, and it is actually true. I have seen this happen many times and what I can say is that it is due to a lack of legitimacy. The extent of authority and legitimacy is only in so far as the hand of the players can reach, and the amount of it they can enforce. And sadly what they can enforce or not will always come down to the only means of non-consensual conflict solving available: PvP.Seven Sons of Sin wrote: ↑Wed Jul 27, 2022 3:06 amRight, so Skibbles/OP, I'm drawing you back into this, because this is also sort of my point - how can you create a system that actually incentivizes a Cordorian official to making a pretty pragmatic (but incredibly fun) agreement between the Cordor Guard and a young cabal of aspiring necromancers?
This sort of bespoke roleplay conflict-resolution is what the server needs. I don't know how you design for this without rely on incentives for good roleplay (RPR), or otherwise pointing the fingers at players who have influence over server culture.
Because AskRyze's point is also genuinely true too - I've seen it happen countless times. Good Person X makes a pretty cool (from an OOC perspective) relationship with Shady Person Y. This fosters roleplay, solves conflict, creates a new paradigm.
Good Person ScrewYou doesn't give a flying bollywog's Snuggybear what Good Person X agreed to. They'll smite Shady Person Y into the ground. But if Good Person X retaliates against this, it genuinely is a breach of proper "alignment" (because really, ICly, Good Person X does indeed want to 'win' over Shady Person Y).
So, what do you do? What's to blame?
We might blame the server for not making somehow the original agreement a transparent system that fosters good roleplay.
I'd personally blame Good Person ScrewYou for failing to see the hugely positive potential from an OOC perspective, and bend their respectable RP. But I also can't - because culture, cliques, and mechanics actually reward 'winning' all the time. They don't actually punish winning, or making people rationalize winning in the broader sense of server and community narrative.
I just don't understand how you can systematize evilkittenofdoom's suggestion in a meaningful way. Maybe I'm not a visionary on that - I think it requires some pretty entrenched systems changes to how Arelith fundamentally handles PvP (both the mechanics, and the theme of player-vs-player conflict).
Because, my god, making a pact of pragmatism whereby guards don't prosecute necromancers (but secretly are spying on them and working against them) while necromancers say they're animating dead outside of Cordor (but are actually plotting some Velsharoonite mass ritual in the city limits) sounds like a way cooler, more generative way of drawing out "killbash PvP" scenario. And even cooler than shackling some poor level 5 necromancer and forcing the player through limiting process when all they want to be doing is gothic horror roleplay.
You know?
The do this, or else. Or else is always that, because there's currently no other tool for it.
I believe having that legitimacy by allowing the laws to have more consequence (without hyperbolizing it) it can help point out who is in the right side of the law and who is not. I'm not going to discuss which one is on the side of good and which one is in the side o evil because that debate never ends so let's focus on something more objective.
Group A makes a deal with Necromancer for him to till the fields. Nothing prevents group B from going "You heretic, there can be no deals with an animator, get him boys!". There's currently nothing preventing this as Zavandar has pointed out. The proposed solution would frankly not stop it either, because I think flat out stopping it would be wrong. You can't limit (I oppose it at least) what a player character can or can't do. But it should always have consequences.
So suppose Necromancer is accepted and Cordor administration reaches a deal with him. This is announced officially through the Queen's Herald. Necromancer is lawfully working for Cordor and will till the fields. The fact that this is announced through an NPC (Or Official Cordor announcements, what have you not) gives it legitimacy in the eyes of the characters and it also is accepted more easily into the eyes of the players. You may like it, you may not like it, but it is not up for argument. This is how it is.
Now if group of Paladin B wants to go and bash Necromancer for his evil way, they absolutely can. And for instance in this case, they would get a bounty from Cordor because as far as the law is concerned they are criminals. If Necromancer was not happy with rolling out of that, they can respawn and RP their recovery. And more roleplay is to be had since now the Paladin Group B has to roleplay being an outlaw for doing what he considers "the good thing". And that's perfectly fine, he's only a criminal in Cordor.
It also provides a crutch for the Necromancer player in case he gets attacked by them again, that something is happening. That bounty is rising. They become criminals to Cordor.
And let's go into another branch of that scenario. Paladin B gets captured by a group of Cordorian bounty hunters (Or Bounty hunters). It doesn't matter if they are peace loving good-aligned characters out there to diminish suffering by bringing down a hostile element, doing it so regretfully because they hold the Paladin in high regard. Or a group of gung-ho loincloth wearing beefed up giants that speak in grunts and dubstep.
They subdual him and put the Shackles (tm) on him to flag him (OOCly) as marked. This is done so the player cannot -giveup indefinitely and die to avoid any sort of consequences. Not where official matters are concerned. It puts rules to the cops and robbers game. Shackles (tm) make it so from that point onward the character can be summoned (once) to face judgement in Cordor. (So it doesn't have to be that everyone is online at the same moment because realistically that is not going to happen. This way they can just continue their RP, but knowing that their meeting with the Cordor officials is now unavoidable. It's capture RP with better tools.)
Details of the capture are submitted. There's a history log of the actions of Paladin B and how they have attacked Necromancer, and other evil-doers in the Sewers of Cordor, multiple breaches of the no-warding rule, several accounts of murder, and assault. Refusal to willingly submit to the authorities. Offering no apology other than calling people animator-loving-freaks. A course of action is proposed by the current Justiciar in the Cordor-for-DMs forums: Exile.
It is considered. It is greenlighted. The Queen gives her approval on this.
The character is summoned, RP is had and they are declared an exile. This however would be more official and long-lasting. Meaning the Exile doesn't go away in two IRL weeks when everyone has forgotten about it, and then poor Necromancer is put through the gauntlet again because a new chancellor was elected, they get sick of it and roll or something. No, this stays until Paladin B makes an appeal for justice and to see it removed, and wants to reach some sort of penance or wants to change it. And then there is RP to be had about that. There is no "Turtle defense" to save him. He can't shrug, to take a smoke break and then come back.
So, counterpoint:
What if Justiciar/Chancellor does not like Paladin B for personal reasons. Paladin B shot their pet dog when they were kids before being a Paladin. What if he is evil and wants to slander Paladin B and get him exiled. Why should his character not be allowed to lie or have his evil ways to get it done?
Answer: He absolutely can. It's in-character. And there should be more acceptance of being able to say (OOCly) "Yes, my character is lying through his teeth to get this done." And still have it be alright, and get it done because you're playing a character. Having a DM read Chancellor's post about why he wants to Exile Paladin B is there to make sure it doesn't happen because he dropped a lollypop and that it remains consistent with the setting. Because as much as it is cool to have 'complete freedom' on that regard, once consistency is gone and you feel anything goes, immersion and setting verisimilitude take a hit, things do get OOC. And it's one of the things that contribute to the slow decay of it.
Furthermore, this also works because it's completely possible for Paladin B to lose, and still go to roleplay in another place like Guldorand, or Brogedestein, or the Dale and have that be a part of his own personal story which is now entwined with the setting in a way.