Thank you for your reasonable and well thought out response!
I agree that all the points you noted are definitely problems. Some of them are very specific to long lived characters (Such as the 'usual suspects' one), but some of them are specific to long lived
players (such as top notch properties rotating between the same few players, or towns dead).
Though personally I think that "-Meeting the same character your first character on arelith met five years ago in game for the 8th time with a new character today, and having to pretend like their story line is all new again." is actually pretty interesting and the bonus of long term characters - getting to understand a character and see how they've changed over the years and learning new things about them is really cool and fun, in my opinion.
For the sake of counter balance, I'll list a few that could be attributed to rapid cycling of characters too (though you conceded the point):
-You encounter characters that feel like echoes of the last one, especially if they have some major issue (such as an incurable illness, or mean parents or whatever)
-Stirring up conflict and rolling to avoid consequences / the same conflict being created by a new set of names, with identical goals but having avoided consequences and getting a 'do over'
-More time spent solo/buddy grinding than leveling (which often leads to leveling cliques)
The thing is, in both our lists, most of the items are reportable offences. Walking around with 15 heads of someone? Quarter hogging? Settlement hogging? Etc, these should be reported.
Which brings us down to the wonderful point you made:
Most of it really comes down to what your character is doing. Are you actively approaching new players and getting them involved in your story lines, using the sweet property you have, or getting them to help you get the town humming again? Have you avoided becoming a parody based on how many people have killed your character over the years? Are you stepping aside to let new characters shine, playing more of a guiding role now that you are a dino on the server? If the answers to all of this are yes, then no one is going to care how long you have been around. They are probably going to appreciate you as a steady force to help their stories along. If the answers to more then one of them are no, then maybe its time to think about retiring. Just my opinion, mind you, but I think its a fair one.
This is basically what my post was saying. Ultimately if you're doing a great job on a short lived or long lived character then you're doing a great job. You can exit for 2 weeks or 2 years and guide people, or lead factions or bring stories and RP. If you're holding up people's RP and stagnating or killing stories because they don't match what you want, then that's just bad RP on a collaborative story telling medium such as this.
Ultimately there is a list (your two lists and mine) that is what could be considered 'poor behaviour', or sportsmanship. Some of those are enabled by being very long lived (or very short lived in my list's case), but it isn't the time limit at fault, it is the player. Report problems and the DMs can guide players to healthier RP.
In conclusion: As long as people are focused on telling stories, together, then the length of the character doesn't matter. A great RPer can tell an amazing story in 2 months, or tell an amazing story over 2 years. What's important is what stories are being told, together.
Related to this thread which went entirely off topic, Grumpy started another thread that is an interesting read on why people like to play long lived characters. I would suspect that the vast majority of long lived characters are in the 'good' or 'great' categories, with only a small percentage in the 'please roll already' category.
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