Awesome. Glad we agree.Ork wrote: Tue Nov 02, 2021 1:56 am Let me back up a bit because I think we got lost. I strongly support a mechanic that provides consequences for quarterbreakers and opportunity for roleplay to exist where a quarterbraker can be discovered and consequneced. Thats cool. Thats roleplay. Thats conflict. I'm all about that.
Unfortunately, this is not true, and it is this part that made your other post sound condescending. You are attributing this lack of interest solely on the quality of the RP, which is why it sounds like you're blaming the victims for not being good enough victims to get help.Ork wrote: Tue Nov 02, 2021 1:56 am My posts are angled towards the victims of quarterbreaking where you claim no one cares. How well you roleplay influences your outcomes.
The reason noone cares is because (at present) nothing can be done.
A guard can take your statement, but you have no information give them besides the description of the item that was taken.
A guard can go check your house for 'clues', but there are none, because QB is completely untraceable.
Even in this thread, there has been a seemingly unironic suggestion that in response to an important item/fixture being stolen via QB, you should hire someone to QB *every quarter on the server* until you find the item (hoping, of course, that the item isn't in someone's inventory or citizen storage).
Its hard to make victim RP interesting because there's nothing to make it interesting. What are you expecting? A Shakespearean reenactment of the moment the victim found the item had been stolen? A Cordor Theatre production of the musical "My important thing was stolen and I have no idea how, when or by whom.", complete with translation in Infernal, Abyssal and Undercommon so you can work on your language skills at the same time?
This then circles back to the previous comment. If a system *does* get implemented that enables tracing the burglar in some fashion, that enables a serious investigation by the town guard or by anyone with the right skills that could (theoretically, not a guarantee) lead to the culprit, then yes, that problem has been solved. At that point, victim RP can be interesting, because I have something to give someone so they care enough to investigate, and that could have a positive outcome for the victim and the investigators.
At that point, there is the potential for consequences to the perpetrator.
At that point, we coo. Until then, QB is horribly stacked in favor of the perpetrator, and (in my opinion) is in breach of just about every possible interpretation of the 'be nice' rule, even more so seeing how callously and cruelly some of the players that posted on this thread seem to regard those victimized by QB.