The GrumpyCat wrote: Thu Dec 31, 2020 11:48 am
I realize this will be very controvertial but I still don't quite get the problem with the possiblity of loosing fixtures occasionally.
Yeah, some fixtures may be a few hours work to remake. So?
If what we are talking about are simple fixtures, even complicated ones, that my character made, I agree completely. It is a loss of in game time.
I can use it to roleplay even if the thief chose not to. But see below as to why this is not really a solution.
Yeah some fixtures may have sentimental value. In which case, if you're absolutly hell bent against even the chance of loosing it - copy the description into a word document and remake it if it's removed.
But this is the issue. If the idea is to be immersive, and the idea is to RP things, then something created by someone else for me, especially a piece of art or statute, simply having the same thing made by an artist and then putting in the same description doesn't fit with the concept of the server. It is effectively a counterfeit while the real piece of art, the art that has value, is out their in the world.
Thief Gets into Quarters and Steals pricless Picture and leaves No RP or Clue and just Sells it
Player Response: Bob the noble runs around trying to talk to the guard, talking to others - working out if other things have been stolen. He starts a neighbourhood watch scheme. He tries to put together clues. He seeks out a new painting to put in it's place ect...
To complete this thought ... and then nothing happens. There is no NPC guard that talks back to him. No one saw anything. The neighborhood has no interest in doing anything because it doesn't fit with what they are trying to do at the time so they ignore it. My character talks at a bunch of NPCs who stare at him and PCs who couldn't care less. Even if the occasional PC does something, one-sided RP gets old and boring real fast. With no
real chance to capture the thief or get the item back, the RP just fizzles out.
Thief steals pricless picture, hides it in his home, then speedies the owner 'Bob - you must pay me fifty thousand gold, and give me information on the Chancellor. Put this gold into this account... and drop the none on a notice board by the temple. Do within three tendays, and your picture will be returned'
If this kind of RP was required in all instances (or some variant of it) then I'd say no other changes needed. It creates a story, RP that is interactive. You can decide if you show up with just the gold or if you have a buddy hiding in the wings in stealth. And then the thief can use True Sight and run away seeing the ambush. It can create a story for everyone.
If we want to absolutely utterly remove any chance at all in any way of player theft, then the same argument could be put to PvP. Some PvP is lame, is awful, is dumb. And that's loosing your characters life... something that in argument should be far more serious. Does that mean we should prevent any pvp at all? Or should it bust mean that we should
*Limit the damage bad pvp can do (as with theft)
*Report bad PvP
*Accept that some PvP will be fun and meaningful and narrative and some will be bad
*And either way, work to make good rp out of that when we can.
This is not a good analogy. In PvP, you know at least a description of the person who actually killed you. You can tell others who are likely going to be more interested in getting revenge and RPing it because there is a chance for actual RP on the other side. Also, let's be honest, death has little consequences in the game itself. You can log off for 2 hours and come back and all is as it was before. Of course, if the PvP was done well, then you should be treating it as more than a simple "time out" and RP it. But from a pure mechanics side, after about 2 hours, you are in the same boat as before only with a story. Untrue of theft, especially if a highly-priced or valued item is stolen. Plus, it is much easier to make reports (as far as I understand) on PvP. I can use the 2 hour death-sickness time to write a report to the DMs and give OOC information for them to look into the situation. With quarter theft, I may not even know WHEN something happened and certainly won't know WHO did it. I suspect that makes the job of the DMs significantly more difficult.
POSSIBLE SOLLUTION
I propose a different, albeit still not perfect analogy. Assassins are a thing on the server. I have had my character assassinated and the assassin did a great job of RPing the event. The event impacted my character, which got his friends involved to help him try to get over the fear it caused him. It was a short, but very fun, event. Why? I propose it is because Assassins require obtaining DM permission first. The DMs can decide - Is this someone who is going to create RP out of being an Assassin so that the target enjoys the experience even if they end up "losing" the PvP?
Why not do the same thing for quarterbreakers? The DMs can vet if the quarterbreaker is someone that will create RP out of the interaction, avoiding most of the issues we are talking about. If a report of theft is made, the DMs have a short list of people who could actually have been the culprit. They can then choose whether to create a small story out of it (e.g., being an NPC guard who saw something) or dealing with the issue OOC just as if any other rule were broken.