So these are merely some initial thoughts I've had on the system that has very recently been put into place! I've been sitting with them for a few hours now and figured I may as well write them and see what others think. I'm sure some of these thoughts may change as I get to interact with the system more. Some of these thoughts also aren't mine own, but taken from talks with other people that wanted to add to the discussion!
- Neat addition to keep players honest in certain cases where they might get subdued, pretend to go along with rp in bad faith, then just flee/fight the moment their debuffs wear off.
- I like the prisoner tag and also that the manacles show up in descriptions when they're on. Makes it really easy to tell what's going on at a glance as opposed to having to constantly type something about being in shackles.
- Nice that there are three options for when someone walks up and tries to shackle you.
- Most of the manacles are really easy to make. This is possibly a good and bad thing? With 1 point in smithing, I can easily make a pretty solid set of manacles to use as a RP tool. But this also means that they can become widespread fast. It seems pretty reasonable to me to expect nearly every character to have a set going forward if it's something they're interested in.
- Promotes builds and RP based around escaping from manacles. Again, this seems another good and bad thing to me. I've read that there's a lot of nuance to the DCs, but they seem quite high across the board in the initial testing and the cooldown to try and escape again is pretty long. I like the idea of characters having to try and work their way out of the shackles, especially if it involves getting help from others, but that also implies they'd have people willing to help them break out who can access wherever they're being held. Having a set that essentially individually applies -ward teleport to a person that any build can now access, toss on someone, then stuff them in a box that'll require a quarterbreaker to get them out seems a little much.
To build on the above point of everyone being able to access said tool, it seems - at least at a glance and through initial trials - that not everyone has access to the same degree of counterplay. A strength build is always going to be invested in strength to counterplay. Dex builds may now start feeling more obligated to take 33 open lock to try and deal with being shackled, which wasn't always something taken before. Casters having to take a feat tax (via still spell) for some of their potential counterplay seems especially rough.
Maybe some consumable skeleton key could exist that could be crafted, but then you'd probably start to wonder why this all exists in the first place.
- This point can be said about a number of things on Arelith, but leaving certain things to FOIG usually ends up amounting more to "Hope you have a friend who told you this easy, secret method OOC" than it does some amazing RP. I love that there are so many potential ways to get out of the manacles, but if there are a slew of them that are kept intentionally secret, it feels like they may as well not be there sometimes?
- Intent vs Impact of the addition. The intent to me feels like "This is an RP tool that will make people take crimes more seriously and allow for more in-depth conflict-based rp" but I worry the impact will be more akin to "I will now take death less seriously."
This thought for me primarily stems from how the options are laid out when a target is subdued and how easy they'll be to access. Not everyone wants to do prisoner/slave rp. Prior to this update, some people would end up feeling forced into it, despite the fact that it IS an OOC choice at the end of day, because the options presented would be "take the clamp or die." It's a pretty uncomfortable position to be in given it may mean days/weeks/months of throwing your character into a completely different situation, but if your character doesn't want to die then there's not even really an option there. But this was only ever a thing that came up with slavers before which aren't THAT widespread.
Now though? Guards, paladins, kidnappers, slavers, your cousin who didn't like the soup you cooked -- EVERYONE can put you into this position. A position where you as a player have to decide "do I want to do prisoner rp for an undefined amount of time that may ruin my enjoyment of my character? Or would I rather just die to my wounds/have my captor tell everyone I was executed?" And perhaps you can pause all RP to stop and try and OOC coordinate with your captor some terms for the prisoner RP that won't utterly ruin your fun, but having to devolve into a bunch of back-and-forth in tells to make sure you don't spend the next six RL days in a cell doesn't sound too enjoyable. And this could now happen with EVERY subdual. It just feels really oppressive and uncomfortable to consider.
To expand on the point further - I really feel like this'll only improve RP in fewer cases than one might initially expect. If someone thinks you've done conflict well and wants to continue rping with you, they would already come along and do captive RP with you after a subdual. If they didn't want to continue down that road? They'd -giveup, try to run, or it'd lead to an execution. So the situations this changes seem mostly to be the ones where someone is amiable to captive RP, but wouldn't do it before because there was technically no mechanic forcing them to sit still? This might be an oversimplification, but hopefully people can see where the thought is coming from.
I'd be curious what people think about adding some kind of option when subdued that essentially pings OOC saying "Hey! I'm open to further RP, but I'm not interested in days/weeks/months of being a prisoner!" Though at that point, again, it kind of makes you wonder if some in-depth mechanical system was needed for this?
All in all, really not sure what I think of the update! Curious what others are thinking too. I'll be interested to see how it unfolds and probably have another five thoughts on it by the end of the day.