Paint wrote: ↑Tue Dec 26, 2023 11:57 pm
If you don't like the outcast system, don't make outcasts. Simple as.
So, feedback on a flawed system should not be given, right?
Paint wrote: ↑Tue Dec 26, 2023 11:57 pm
My opinion on pirate tags is that they're basically meaningless these days, and being a dread pirate is almost comically unnoteworthy in most of the settlements unless there's a big war going on. If pirate tags meant more, I might complain more, but right now, unless you've gone through the steps to make a name for yourself, most people shrug at dread pirate tattoos outside of like, Cordor, I guess.
I don't play Surface much lately, so I'll have to largely take your word on that, but it also doesn't differ from my understanding of the dread pirate situation. That being said, many dread pirates are known to spies who work for the surface as confidants of Underdarkers. The Dread Pirates who aren't allowed in every settlement are the dread pirates you don't see. Because they're not going to get themselves killed.
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Quite frankly, being an Outcast is one of the worst player experiences available. If I'm being fully honest, Underdark gameplay is overall pretty unpleasant an experience in the end. I have regretted the choice to make my character an Outcast time and time again. They were originally going to be made Surface side, but I decided to play the concept with a friend and the character did become one of my absolute favorites, but. At the end of the day, Outcast is the death of roleplay.
It has become this weird sort of situation where it feels like no one should see the tag. After-all, there have always been other ways to spot outcasts who are lacking for bluff. And if you really want to know something about who is in Andunor, you should have spies. If you care enough about something, you should do something.
How the system works now is quite frankly we have an overwhelming abundance of Surfacers in the Underdark. They are often the only way for an Outcast to get some fresh rp so they aren't interested in just chasing them out a lot of the time. And those characters who just share drinks with monsters are totally unknown to the surface. Why?
Because they don't have the outcast tag.
The Outcast tag imho is toxic to rp.
Dread pirate kinda feels more like a not allowed in Cordor or Brog, safety in Andunor kind of deal. If piracy got a little more crazy, maybe more settlements would bar them. You know, out of the...one and three quarters that allow them. The one is Bendie Dale. The three quarters is Guldorand. So it's not a perfect situation. And besides, elves are kind of notorious (from my own observances) for gang violence in Guldorand's streets before running back into their district, so not like you are actually safe in Guldorand. Just don't get unlucky and don't go near the Elves.
And dread still has that consequence of choosing to associate with the Underdark. As I stated before, you won't see those dreads in the settlements because they're not choosing death.
I am glad that GrumpyCat is in here, paying attention to this one, and giving critique on ideas. It shows that while it is not easy to find a solution, they're here agreeing there is a problem, and wanting to hear ideas about how to fix it.
Admittedly, I don't think too badly of the tag being hidden. I don't really think much of the whole mechanical benefits part. If you just have spies...it is something you can work against in roleplay, and the ones without bluff get certain NPC interactions that can be damning for them.
While this probably isn't the most setting appropriate place for an Outcast to hold...it used to be the case that the Outcast served as a bridge between Surface and UD rp. Of late, we have burned that bridge down and any sense of collaboration in opposing storylines has become increasingly hard to accomplish. It just feels like "us" vs. "them." There are places in the multiverse where things don't work quite as expected. Where demons and devils walk the same street. So in such a magic polluted place as the island nation of Arelith, I don't see it as much of a negative thing for us to be setting weird.
Ultimately, I think that non bluff using outcasts were always pretty easy to spot. They were weird and avoidant and careful not to go places with people. In that, characters with bluff have always and will always hold the place that they do. An Outcast who never committed crimes against Arelith had a good chance of just getting by. But they will always be what they are to the Surface communities: an outlier. Something strange. Something not properly accepted.
There is no need to bar outcasts from any city anyway, considering the tag is a kill on sight marker in all of them.
But man does it make life harder on bluff characters to live at all. There is always a spotter. The bluff game is devastatingly hard. And someone will always make you take off your hood eventually. And once they see that Outcast tag. Goodbye, and enjoy your ride to the fugue plane.