Xerah wrote: ↑Mon Aug 15, 2022 4:02 pm
I think you've selectively chosen what parts to read and what parts not to read considering I said that playing out a character arc is a positive for the server and I explicitly mentioned "short" in the positive example.
You mentioned that the important difference is that the mentality consciously or unconsciously affects the server. I can see room for the misunderstanding, but you also dismissed long standing "inoffensive" remains of such arcs.
So I think that at the very least you explained yourself very badly.
In general, I can see where you all are coming from, and having many characters made with the intent to be sacrificed, and with the /exclusive/ intent to do so, is not a good thing. It isn't, but that does not tell the whole story. Namely because characters may be done with secondary objectives, even without going into the roleplay, such as trying Skal, the Underdark, Sencliff, etc. My opinion is that whatever allows the player to experience something more of the server is not a bad thing per se. If it also provides some extra interactions to other players and groups, it is even better. If this is achieved because of a "rollbait" character then I cannot consider that "rollbait" character negative, not in the context of the award system of the server, the average life expenctancy of a character here and the gift/ecl system in general. More on this later. I don't expect people to agree to my subjective view of this phenomenon, but I cannot in earnest agree to view this phenomenon as "objectively bad".
Arienette wrote: ↑Mon Aug 15, 2022 4:03 pm
Imagine a server
I appreciate the attempt at abstraction, however, it starts from assumptions that are fallacious.
What I see on the server usually is that players, as opposed to characters, are either busy doing roleplay and interacting with others, or not. The interactions can be of various levels, ranging from a full dedication to a bare threshold of roleplay when grinding together. The lack of interaction can also have different approaches, and going from exploration for the simple fun of it, to grind. "Rollbait" characters have a prevalence, and often exclusive predominance, of the latter. However there is more than this.
Because what matters is the player. If player X makes 30 rollbait druids and then uses the Major to play a memorable Deep Imaskari or Kenku, I have absolutely no issue with that. I feel sorry for them having had to go through it, and I certainly would not do it myself, as I would rather play a kenku or a Deep Imaskari somewhere else than here, but each is entitled to using their own time as they see fit. I do not see how this impacts me any differently than the players who grind in solo to maximize the gold for keening a masterly damask weapon on their longstanding characters. It may support the player economy a bit more than a rollbait druid, but I frankly doubt that this practice considered by itself alone can be seen as a more positive contribution to the roleplay of the server.
If they do not provide interaction /for me/, they they are not important /for me/, and not even for the server because I play here to have fun /for me/, first and foremost. If the only one interaction of a rollbait character is one that brings to me fun, I would prefer that interaction over one year of interactions of a non-rollbait characters that does not interact with me or my group or whose interactions proved not so fun or interesting to me.
I would be naive to expect the server to remove grind in favor of roleplay, and if I wanted that, I believe I would have better options with roleplay by chat, by forum, MUSHes, or even some MMO communities that do not usually mix roleplay with the game mechanics. But there is no denial that grind plays a very important role in the server economy and in the time of some of our players, whatever shape it takes is of secondary importance. As long as one is capable of reacting to interaction when they meet it, or even better initiate it, I do not really see a huge difference between a character meant to end their journey at level 16 or 26 and another whose journey is meant to end without a precise level in mind.
Regardless of our different opinions, however, I believe that the award lock is something that impacts the server in the right way, as it curbs an attitude that even for characters meant to be sent to an award roll sooner rather than later will help provide more meaningful interaction to the server. Anything other than that, I do not think can be addressed without getting rid of the award system altogether.