Okay. Thank you for your replies. I’m going to give a largely point by point reply to most of you. I will try to remain polite, but I will not beat around the bush in my criticisms.
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.
First, this is the pot calling the kettle black.
Second, Andunor is composed of two districts, both of which have been, at various points, under the sway of Lawful and Neutral Evil factions.
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.
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: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).
This would cause an unhealthy drop in player numbers.
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.
Thank you! Someone who gets it.
Babylon System is the Vampire wrote:While I can certainly see the "lazy rp" side, choices should have consequences.
There are two claims being made in this (admittedly frequent) line of thought:
1. Playing a human in the underdark should have consequences.
2. “Tag-based” RP where you can examine someone and know their background is an acceptable means to bringing about those consequences.
Regarding 2, I don’t think the ends justify the means. Regarding 1, “consequences” should be reaped through your in-game conduct. If you are spotted by a surfacer in the Underdark, consorting with Underdarkers, that person now knows who you are, and may recognize you on the surface. Or if you join a raid, or otherwise go around terrorizing people or doing awful vicious things, or towing around fiends, or whatever, and people see you doing it, then yes, there should be consequences. But those consequences should be the result of
find out in game information. They should be reaped as a result of things you do
in game, that are learned
in character, because
this is a roleplaying server.
MissEvelyn wrote:The major reason people choose Human Outcast over Drow is mechanical.
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.
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 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?
If Bob is traveling with drow, then perhaps it is reasonable for Joe to infer that Bob is evil, and that he consorts with drow, and for Joe to react to Bob in the appropriate manner, and to recall Joe if he runs into him in the future and say something like “I know you! You consort with drow!” Ditto if Bob were towing a demon, or wearing a symbol of Cyric, etc etc.
But assuming Joe is alone, and Bob has no identifying markers, then Joe shouldn’t know anything about Bob’s place of origin. Bob isn’t psychic, and he has to learn these things in-game.
Now, if Bob were to walk up to a group of Paladins and say “Hey guys! Let’s go hunting!”, then that would be an issue. DMs would be right to police that.
If Bob were to socialize in front of the Nomad with Lathandrites, that would be an issue. DMs would be right to police that.
And while DMs cannot be everywhere at once, putting a little neon sign above Bob’s head that says “Outcast!” is not the answer. The ends don't justify the means. Keep reading to the end of my post if you want to know why I think this.
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.
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:Players would react to Outcast PCs in a mature way
Not if there weren’t any Outcasts, the removal of which I’m advocating.
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.
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:Sadly, we don't live in a perfect world.
I agree. Implementing my suggestion might irk some people who think humans in the UD should have a rougher life. But I think the current, alternative solution is vastly worse.
Look, back in the day, probably before most of the people posting here started playing, people used to use the forums to interact in-game. There was a “Rumor” subforum and a “Message Board” subforum and such. Those got removed, and the DMs came down hard on anyone posting FOIG information on OOG platforms. RP quality on the server improved vastly. The current tag system represents a backslide towards these dark days where FOIG wasn’t a strict expectation. It seems the tides are turning.
There seems to be a prevailing sentiment among some players, DMs, and developers that Joe and Bob are supposed to roleplay a certain way. They are supposed to be hostile to one another, because Joe is from the Surface and Bob is from the Underdark. This point needs addressing. To my mind, it bespeaks a fundamental and profound confusion about what roleplaying is. When you roleplay, you do what your character would do (on Arelith, suitably constrained by the other four golden rules). The most we know in this scenario is that Bob is evil. What he does to Joe depends on that, and on further facts about his character. Bob could try to hide his evil nature. Bob could avoid Joe. Bob could try to enslave Joe. Bob and Joe could have a tense little stand off where they eye each other.
What this encounter entails is an opportunity to be creative! There are countless myriad ways that this could play out! As long as the characters are both roleplaying their alignments, faiths, classes, personalities, IG knowledge, and so forth. Emphasis on the latter.
But the current system discourages said creativity. It boxes you in to a limited set of options designed to encourage “settlement vs settlement” conflict in the most shoehorned and tedious way.
Some more counterpoints, addressed:
“Well, if Bob doesn’t want Joe to know that he is from Andunor, Bob should wear a disguise!”
Why would Bob need a disguise to hide his status as a resident of Andunor if Joe doesn’t know who Bob is and has never heard of or met Bob? Generally speaking, people don’t know where other people came from unless they have some identifying features that give their place of origin away. Bob has none, so it makes no sense for Joe to know where he is from.
“Because Bob is an Outcast and Outcasts were ostracized from the surface.”
I’m advocating the removal of that system. Bob is now an evil human who lives in Andunor.
“Evil humans from Andunor should not be allowed to walk around on the surface without suffering consequences.”
Why? Why does the same point not apply to worshippers of evil deities? A tag indicating Bob’s place of origin makes as much sense as a tag stating a person’s faith, alignment, or status as a warlock, that is to say,
it makes no sense.
The GrumpyCat wrote:It sucks, but the tag was needed so that people could treat them as they're meant to be treated.
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.
Rex wrote:See also Irongron's thoughts on the matter as reference:
viewtopic.php?f=26&t=25991&p=210323
Thank you.
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.
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.
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.
I am going to close here with some thoughts on
the perfect.
My friends on the other side of this debate have argued that the current system is not perfect.
By that token, I acknowledge that what I am advocating here is not perfect, either. Humans and half-orcs dwelling in Andunor still enjoy a fair amount of perks.
It's a not question of what would be perfect. It's a question of what is
worse.
Having "tags" that communicate information about a person's place of origin are worse than the aforementioned perks. The latter confer advantages that not everyone enjoys. The former does violence to this server's intention and purpose, which is to encourage immersive, creative, fun roleplay.
It discourages immersion by delivering IC information through an OOC mechanism.
It discourages creativity by shoehorning encounters between certain players into a preset and rigid set of cliches.
It discourages fun for the reasons explained by Blood on My Lips, by encouraging terse, minimal exchanges that are little more than a pretense for hitting the PvP button.
I implore you: remove the Outcast background from character creation, and the Outcast tags from character's descriptions. Give evil humans and half-orcs the option to start in Andunor. If they are to be persecuted while on the surface, it must be on the basis of things they have done in game.