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Re: Improving the Arelith Community.

Posted: Thu Mar 28, 2019 3:59 pm
by wheat wharf
Petrifictus wrote: Thu Mar 28, 2019 3:18 pm This!
Good someone brought this up as I had very same encounters and its also shocking to the one playing captive!
I've personally found UD community and RP feeling more friendly, open minded, willing to bend and mature OOC despite all of us being bad guys IC. Something the surface can have a look and take example.
One example. Recently the "UD" side showed less than "open mindness" or "willingness to bend" before the last raid of a certain famous paladin citadel in a Surface region known for its boulder-launching giants by using OOC means to fool the opposition into thinking the event would be called off when in fact the scheduling of the raid was pushed back two hours. For context, in this case the timing and date of said raid was leaked by spy, but certain UD figures, in a display of "open mindness", accused it of being metagamed. This is not "willingness to bend" or "open mindness", it is the winning by any means necessary mentality that plagues the server's environment. Perhaps before pointing out fingers and telling others to do better and be more mature, perhaps these same individuals should try to improve themselves first otherwise it is just blatant hypocrisy.

Re: Improving the Arelith Community.

Posted: Thu Mar 28, 2019 4:02 pm
by Nitro
Durvayas wrote: Thu Mar 28, 2019 2:35 pm I've recently run into issues with the must-win mentality of the surface side of the server whenever my PC is trying to ransom captured PCs. Namely... a lot of people on the surface would rather their PC's friends and acquaintences get their throats cut, rather than pay a ransom as low as 20-50k, because they can't stand the idea of a UD player 'winning' in any respect by getting paid for taking prisoners after a battle or raid.

This has been frustrating, for me, and for the people playing said prisoners, because its patently absurd. What kind of CG or LG PC says "We're not going to pay a dime, kill the boy, I don't care."
My character maims the PC, they go back topside, and 'team good', upon seeing them alive, spends ten minutes patting eachother on the back because "Good prevails again."

Its disheartening, and its been happening at an increasing frequency to the point where I 100% understand why the other people playing slavers offer the choice of a collar or killbash half the time.
You're making a lot of assumptions there. A lot of this doesn't stem from any must-win mentality but fatigue because raids and ransoms at some point got to a place where they're commonplace enough that no one can muster care about them anymore. Why even bother paying a ransom if it's the 3rd time this month it happens? There's literally no way to stop it from happening unless the kidnappers get bored and quit so like schoolyard bullies, people just stop giving them attention sooner or later.

And this post of yours I think highlights a large part of the problem. Looking at something that's happening and just making an assumption about why then treating it as fact. Doubly bad when one sweeps a blanket label over a whole group of people by saying things like "The surface just wants to win", that's not only just not true because you're assigning a label to a lot of people that doesn't apply to a lot of them which creates resentment, but you're also straight up insulting a large group by painting them all on the same canvas. We had the underdark forum removed for a very good reason a very long time ago. There is no "Surface vs underdark" division in the playerbase, there's no need to try to make one.

Re: Improving the Arelith Community.

Posted: Thu Mar 28, 2019 4:07 pm
by Hellfire
Aodh Lazuli wrote: Thu Mar 28, 2019 11:36 am Honestly, I genuinely believe the only necessary information a dm needs to relay to a person who submits a report is "your report has been received and will be processed"

OR if the reporter is horribly wrong in their interpretation of the rules, a correction.

Wishing to know if the "perpetrator" has been punished verges on being a little vindictive, perhaps. Once I submit a report, it ceases to be any of my business how it is handled, unless the dm team ask me to clarify anything, or player-to-player mediation is necessary.

That is it.

But I really do feel all this ridiculous talk of punishment and the spectacle of justice being meted out and reports and whatever else, is sorta obsessing over symptoms.

I'm going to address this with an actual example that happened to me. I will not be naming names or giving enough details for anyone except the person involved to figure out who I am talking about.

While playing my Imp in the UD, I made my way to the duergar ruins and eventually ended up in the mines, lucked into an adamantine vein and then decided to take the *redacted* transition that put me on the surface server and its *redacted* transition that put me on another plane back on cities server. When finished there, I reversed the process and ended back up in the mines. Killed the NPCs that I saw, went to mine the returned ore and suddenly a surface character I had never encountered before or since yells "famr it you die" and attacks me at the same time. Being a true fire imp, it goes down in one flurry.

I asked the player what that was all about and was told "grab a dm if you have a problem, see what they think about you running past groups, logging out in the area to repeat farm ect" and "you've been seen by no less then three people today alone".

I took it to the DM channel and eventually to DM PMs once there was no ingame reply. This was over a year ago and there was no policy of even letting the reporter know it was being looked into. Net result as viewed from my side? While following every rule in the server, my character was 1 lined and killed without even 3 full seconds between the two actions, I was accused of being a victim of vigilante justice for my own rule breaking behavior, lost the gold I was carrying, lost the ore that I should have been able to sell for more then what I was carrying, lost several hours of being able to RP or adventure outside of a town environment due to the respawn penalties of the time making my character unable to cast magic as a true flame sorc now with also reduced hp.

And to go on the other side of the scale, letting me know on a human level "We are sorry this happened to you and have done what we can to make sure it doesn't happen again" ? Echoing silence. I don't need to know that the dude was banned, or temp banned, or coached, or even just flat told "hey dude, this guy wasn't server logging to camp the addy". I just needed to know that a DM didn't see the report, listen to the guy accuse me of that and go "well, sounds like you were both wrong, but don't take it into your hands next time champ" and send him on his way.

When we screw up, sometimes we need someone to point it out to us that we can't just accuse of being an even worse rule breaker (even if we are right, but especially if we are wrong). The other half of that is that sometimes people need to hear from those in charge that we caught the rough end of the situation and that it will be addressed. Saying they have the report and will look into it is not the same thing. Even if it is miles ahead of an echoing nothing.

My suggestion is that people making reports should be informed of the general outcome (you were right, you didn't have all the details, you misunderstood the rules, we don't have enough information to make a reasoned ruling). This is both to give closure to the situations that create the reports as well as to correct any mistakes or misconceptions on our part as well. What punishment is handed out is none of our business, but finding out the most general of verdict is something that I would argue is.

Re: Improving the Arelith Community.

Posted: Thu Mar 28, 2019 4:20 pm
by Sartain
I'm getting the impression that we're more or less all in agreement that there's a fair amount of unresolved emotional distress involved in PvP in general. This is also typically symptomatic of LARP campaigns and even some tabletop RP, which is why there is such a thing as de-briefing.

Would it perhaps make sense to make some sort of after-action report for PvP? Both parties are required to come up with common narrative for the event together and submit it to the DMs, or it "doesn't count" ?

Re: Improving the Arelith Community.

Posted: Thu Mar 28, 2019 4:34 pm
by TroubledWaters
I think there are far too many people on Arelith and too many of those who don't even pretend to care about the enjoyment of other players to make something like that work.

I think for some players or long-running beefs this could be helpful, but of course it would require DM time to arbitrate this process.

Re: Improving the Arelith Community.

Posted: Thu Mar 28, 2019 4:38 pm
by Sartain
TroubledWaters wrote: Thu Mar 28, 2019 4:34 pm I think there are far too many people on Arelith and too many of those who don't even pretend to care about the enjoyment of other players to make something like that work.

I think for some players or long-running beefs this could be helpful, but of course it would require DM time to arbitrate this process.
Well you might be right but I suspect something, other than a more liberal ban-policy, needs to be done. I suppose PvP could simply require after-action reports and if you can't be bothered to do that, the guy who can gets to decide what happened 😅

Re: Improving the Arelith Community.

Posted: Thu Mar 28, 2019 4:47 pm
by Berried
Berried wrote: Mon Feb 25, 2019 5:44 pm And, I mean... Honestly, rather than creating more work for the devs by demanding mechanical revamps and the DMs by reporting every player who pursues a plotline I'm not into, I'd personally just roll with it. Someone very clearly wants to roleplay a scenario where they rescue someone? Roll with it. Maybe they had a bad day at work or something and they need a win. Someone clearly wants to rp a slave coping poorly with their misfortune? Roll with it. Stories about suffering can be cathartic. Someone clearly wants to rp some kind of power fantasy? Sure, why not, maybe they're some kid getting bullied at school. Let them have their moment. Might even be fun, who knows?
After considering all of the points raised in this thread so far, I feel like my thoughts above are as relevant as ever. The health of the server is going to come down to player mentality.

The only thing I'll add to my quote is that a good mindset is contagious. Best way to make other players more cooperative is to be a cooperative player.

Re: Improving the Arelith Community.

Posted: Thu Mar 28, 2019 4:51 pm
by Sartain
Berried wrote: Thu Mar 28, 2019 4:47 pm
Berried wrote: Mon Feb 25, 2019 5:44 pm And, I mean... Honestly, rather than creating more work for the devs by demanding mechanical revamps and the DMs by reporting every player who pursues a plotline I'm not into, I'd personally just roll with it. Someone very clearly wants to roleplay a scenario where they rescue someone? Roll with it. Maybe they had a bad day at work or something and they need a win. Someone clearly wants to rp a slave coping poorly with their misfortune? Roll with it. Stories about suffering can be cathartic. Someone clearly wants to rp some kind of power fantasy? Sure, why not, maybe they're some kid getting bullied at school. Let them have their moment. Might even be fun, who knows?
After considering all of the points raised in this thread so far, I feel like my thoughts above are as relevant as ever. The health of the server is going to come down to player mentality.

The only thing I'll add to my quote is that a good mindset is contagious. Best way to make other players more cooperative is to be a cooperative player.
True. After all, one of the most basic rules of improv/roleplay is going "yes, and...".
It's easy to forget that when you're busy living out your own personal power fantasy :)

Re: Improving the Arelith Community.

Posted: Thu Mar 28, 2019 4:51 pm
by magistrasa
Sartain wrote: Thu Mar 28, 2019 4:38 pm I suppose PvP could simply require after-action reports and if you can't be bothered to do that, the guy who can gets to decide what happened 😅
There's no system better for deciding what happens in-game than the game itself. Nothing more impartial, nothing more fair. Players writing their own ending removes the weight of consequence from an organic story, and goes against what I regard to be one of the founding values of Arelith: "What You See Is What You Get." Everything that happens in game "counts," no matter who the victor or loser is, no matter how personally inconvenient it is. DMs should only be involved in the case of a rulebreak, full stop.

Re: Improving the Arelith Community.

Posted: Thu Mar 28, 2019 4:51 pm
by RandomhouseAudio
magistrasa wrote: Thu Mar 28, 2019 3:58 pm I think player mentality towards PvP needs to change, but not in the way people think. More than one person here has lamented the fact that they can't make "weak" builds due to the fact that power builders control the story and if you can't survive in PvP then your story can't survive either. This sounds a lot like the same "must win" mentality you're all admonishing - but since you can't reliably win in PvP, you delegitimize it and portray it as being unhealthy for the server. But more concerning than that is the fact that when PvP is divorced from roleplay and made so personal, other aspects of the game are made overly-personal not long after.

I'm about to ruin my reputation here. I'm awful at PvP. I certainly understand all the tactics, all the counters, all the tools at peoples' disposal, but I've only ever made, like, one character that was specifically intended to perform well in PvP, and I got bored with them after level 6. I have lost almost every fight I've been part of due to running gimmicky DC-based casters or DEX-based monk/rogues. The best advice I can give people who don't have the best builds or experience with PvP is to reflect that fact in the way you play your character. Own your shortcomings and maintain self-awareness of the fact that this isn't something you will do very well. Because a lot of the hurt feelings that emerge from PvP is born from the sense of failed expectations: You want to win really badly, but you lose instead, so you feel discouraged; You don't even want PvP to break out, but it does, so it's "ruined the RP moment" and you feel frustrated; Losing had tangible RP consequences, so you feel cheated... Delegitimizing or stigmatizing PvP as a narrative tool is born from a kneejerk reaction to defend someone's pride and perception of themselves, but it's a reaction that only goes to show that they are too attached to their character - because it's not defending "themself," but the character they play. The character's pride, and the perception the player has of the character, which they have attached to their own identity. It's a habit that has damaging consequences in any conflict that will arise surrounding that character they play, commonly leading to empathetic distress and anger alongside the character's experiences, excessive stress in moments of tension in the character's narrative, and I genuinely worry that the way we treat PvP on an OOC level serves only to encourage that habit. Treating a character's successes or failures in PvP as your own is the gateway drug to over-identifying with roleplay.

Maybe that's a dire assessment, so take all this with a grain of salt! I'm not a trained psychologist, obviously. All of this comes from personal experience and observation.

I'm a pretty self-aware person, but even I catch myself falling prey to the overly-empathetic mindset. With everything that's been going on in Andunor lately, things got really tense, and I realized I wasn't separating myself from my character very well and it was leading me towards some mild depression I was experiencing at the time, and for a (thankfully brief) time, even unwarranted anger towards the OOC personalities behind the characters. Typically this is where I'd roll the character - when you realize you're getting too attached, too empathetic, I personally encourage anyone to consider finding a point to roll the character they're identifying too strongly with - but I knew it'd be real inconvenient to all the people I was mid-plot with, and I was confident I caught it early and just needed some time on an alt to detach myself again. Ultimately, I believe the best thing someone can do to improve the community, is to take some time to reflect on their own unhealthy attitudes - not necessarily what may be unhealthy for the server, but unhealthy for themselves - and work towards some effective coping mechanisms to help detach them from the personas they play. Sometimes that means deleting a character, sometimes it means leaving some discord groups, sometimes it means going on hiatus... But in all cases, it requires maturity and self-awareness to be able to identify the best course of action.
Oh boy. My favorite topic. The old "RP VS PVP" false dichotomy.

Okay so. I have on many occations heard players become upset and say that players who make 'RP builds' and who aren't mechanically good, are immediately better at roleplay.

Let me make it clear. Anyone who is bashing from the other side of "Your build is shit and so are you" fall into the same camp as what I am about to get into.

MECHANICS BACK UP ROLE PLAY

If you decide "I will make the best necromancer of all time, they will be unmatched in their knowledge and understanding of necromancy!" And build a 10 wizard 20 palemaster, with epic skill focus lore and the like. Awesome.

You have built a character with the intention of backing up your claim of being an 'ultimate necromancer'. Mechanically and IC hopefully too your character knows an immense deal about necromancy and its intricacies and you are otherwise well respected in your field.

But. I will then hear that same person claim that losing in PvP invalidates that.

How? You didnt make a battle mage. A person who made a character pvp viable is mechanically and RPly stating they are good in combat so to speak. Their ability to kill you does -not- invalidate your roleplay as one of the most knowledgeable capable necromancers of our time. Because nowhere did that include "I must be able to win a fight".

Yes. It means your character isnt powerful in a battle. But how you build and your intender storyline with them wasn't the ultimate battle mage. Which also means your character will likely need to get friends who are strong in battle if you have yourself involved in conflict RP.

It would be like claiming you are one of the worlds best swordsmen and then building a character who when they get into any fight gets put on their Snuggybear instantly because you chose to not build mechanically sound in a concept that requires it.

Mechanics and by extension PvP exist to serve a story role. If you dont build for PvP thats totally fine! But then you should also act in a sensible way. Would a civilian without training walk up to an enemy soldier and tell them they are going to kill them be shocked if that soldier punched them in the face?

They shouldnt be. That person is trained for war and likely isnt going to take a threat sitting down. And if its that soldier antagonizing the weak, get strong friends. Hire body guards. Or report them if its just OOC greifing.

People measure too much on PvP. And if they lose it they feel its the end of their character. Or that all things come to an end. Sometimes it -will- be an end to a certain plot line or direction you wanted to take. But that is also perfectly valid. If two sides want different things and neither is willing to back down and it comes to violence to determine the outcome? Welcome to the human condition.

Sometimes might makes right. But that doesnt mean all is lost. Consider other directions to take. Back off and make allies and try to rise above. If you cant fight well try using soft power to combat hard power. Influence others to your point of view, find meaningful ways to overcome a failure or a loss and move on as a character and as a player.

Re: Improving the Arelith Community.

Posted: Thu Mar 28, 2019 4:59 pm
by Queen Titania
Going to quote: "Don't be a cheeseball and have fun" from former Head DM Watchtower.

There's no crisis here, just be respectful, mindful to others, and don't be an Unseelie. You will be fine.

Locking. If you wish to see less locked threads, please remember good forum conduct. Remember to not point blame at your fellow players or specifically mention IG things that put fault on them. Watch your language and tone in your post. Be respectful. I gave a warning pages before, and we've had to action on several players, with one losing forum access. This is not fun for the moderating team, and I highly dislike locking topics, especially when there is productive discussion by those who are being respectful, and constructive.