I believe their point is that IG possessions are just storytelling props, and being that all stories are valid - including the one in which your character gets fleeced - they can't be said to be YOUR possessions any more than stage props belong to an actor.VibeKings wrote: Fri Oct 29, 2021 2:50 am It's baffling to claim "items don't matter, gold doesn't matter, your character doesn't matter" when these things all demonstrably do, and don't just influence storytelling, they "are" storytelling, they are all three the means through which we engage in the act of storytelling on Arelith. If you strip all three of those things out, what exactly are we left with? The understatement the mechanics of the server as irrelevant distractions is to me as unhealthy as the more frequently maligned, spreadsheet madness of the latest "meta."
I feel somewhat the same way, though more with the quarter itself than the items, because a quarter is more obviously a quasi communal good than a sword. But I admit this is not a perfect analogy as IRL time and labour goes into acquisition.
My guess is that pickpocket and disarm are both mechanics that were likely easy to change at the source. They're more direct acts of aggression involving taking out of someone else very inventory, unlike their quarter, which represents an excess of items/wealth. Not that I don't agree that it doesn't quite make sense that it remains when other might makes right mechanics were touched up, its just that quarter-breakers are relatively rare so most people don't care enough to be incensed by it - even if it has happened to them.I will never sleep wrote: Fri Oct 29, 2021 1:42 am I still have not gotten an answer as to why pickpocket and disarm was changed, if this is the general sentiment people have towards their items.