DM Monkey wrote: Wed Oct 11, 2023 5:37 am
Well let me try to help explain why it is this way. There’s a few reasons you don’t hear back all of the time (but should at least hear a confirmation that we’ve received the report and will look into it).
One of the reasons might be that there just wasn’t a rule break. A player’s perspective doesn’t really ever have all of the information and we often see situations where it definitely appears to be a rule break from that player’s perspective, but actually turns out not to be for whatever reason. I’m not going to go into any specifics here. The point is that DMs get the bigger picture of a situation.
The main reason you don’t hear back is because we don’t discuss the details of an interview or punishment with other players. It’s private so that the person who was spoken to or punished has a chance to redeem their behaviour and become better. Ultimately we want people playing together, we want people to be able to improve and develop better behaviours. You may not hear that we’ve banned a person who did something bad, or we’ve talked to and coach them, or we’ve taken other punitive measures, whatever it is.
Once you report to ‘Active DMs’, we do our best to get to the bottom of it and take appropriate actions depending on the situation. Not everyone gets it right every time, so if you’re ever unhappy with a decision you can appeal to the head DM which is currently DM Wraith.
So again, you see something that needs to be reported, it’s best to just report it and leave it with us.
This entire post is effectively an expansion of what I mean when I say that Arelith discourages reporting as a matter of policy. The policy that you reference here is what I'm talking about.
I believe the reason that MRFTW said "you are not listening" is because not only was the takeaway of your post
So again, you see something that needs to be reported, it’s best to just report it and leave it with us
but also,
"A player’s perspective doesn’t really ever have all of the information and we often see situations where it definitely appears to be a rule break from that player’s perspective, but actually turns out not to be for whatever reason. I’m not going to go into any specifics here. The point is that DMs get the bigger picture of a situation.
This comes off as "Trust us, we have more information that you cannot know, we are handling it if you don't see it" when the actual complaint is:
"Players are discouraged from reporting because 1. When a player reports something, they are double taxed as not only have they been negatively impacted by another player but they now additionally burdened with putting in additional work/leisure time in filing a report. 2. they don't see results and thus have no reason to believe results exist, this giving a feeling that doing so the cost/benefit of this double tax is not in their favor."
Responding to "We'd like to see some more evidence to support trust" with "Trust us, but we're not going to dell you what the decision is" is not only ineffective, but it is further discouraging. This stance fails to educate the reporter about rules in the case the reporter misunderstood if something was a rulebreak. And further, a player cannot escalate a decision to the Head DM/Admin team for reevaluation as you mention if the player is never told what that decision is. This is a system failure on at least three fronts.
However, this is not a thread about debating Arelith's overall reporting and disciplinary policy, nor is it a thread about changing that. Rather, it is a thread about changes to wording in the rules for death, and player concerns about those changes.
I provided an explanation and detailing of players feeling discouraged by reporting to illustrate what I feel is some of the motivation behind the anxiety response to these changes, and noted this at the end of my post. To reiterate here, these wording changes increase the window of amnesia, thus adding more things 'lost' from a character dying by effectively deleting possible hours of roleplay. There are people who can, will, and do abuse systems to get a leg up in bad faith and without narrative engagement. This empowers them, because it provides another layer of insulation from consequences. Why would a thief rob your for gold and let you go if it's a risk to them? Clearly, it's safer to just murder you, take the same amount of gold, and be safe knowing IC that you are 'dead', and OOC that you are not allowed to remember that.
I understand the team wants to make death more meaningful, but most of the steps that have been taken to this end in Arelith's history have simply been to make gameplay more annoying. You are conditioning players to try and avoid death because it's a mechanical pain in the Snuggybear and RL hours of inconvenience. This does not make an engaging story, nor does it create appropriate narrative engagement with the concept of death.
This rules 'clarification' was unnecessary, and has created more confusion and anxiety than it will ever solve. Instead of policy changes like this, the team needs to be focusing effort on encouraging the use of more interactive conflict tools such as subdual, fostering an environment that uses it, and portrays loss as a part of narrative development rather than an OOC degrading of leisure time. In addition, when people are being cheesy and running out of the Cordor Graveyard screaming "Help, help, this man just killed me!" they need to be corrected with progressive discipline.
My focus has been on the staff angle here because this thread is about policy and rules, which is a staff funciton. But players need to contribute with this too. More people need to ask themselves, "am I beating up a character and contributing to their story, or am I beating up a character and teaching the player a lesson?" More people need to use PVP to enrich the story of the victim, rather than create non interactive situations because non interactive losses get ignored. More players need to focus on creating engagement rather than enforcing mechanical death on others, because the systems and policies around it in this game and on this server are broken enough that the rare occasions character death is meaningful are in spite of them, not because of. If you want a fellow player to take death seriously, don't force them mechanically to die, inspire them to decide their character dies or is otherwise impacted.