Re: Feedback on one particular pvp rule
Posted: Sat Jul 03, 2021 9:02 pm
Watchful Glare wrote: Sat Jul 03, 2021 6:21 pmLet me preface this to say that I don't think that is a realistic scenario, but I will address it still. If you simply happened to be at the same place, at the same time, and got attacked every day by raiders a DM attacking a settlement or coming in and killing people inside, a DM would deal with that because as Grumpy Cat has said that is a rules breach.LovelyLightningWitch wrote: Sat Jul 03, 2021 10:37 amWatchful Glare wrote: Sat Jul 03, 2021 10:19 am
I think anyone who would push for such a thing or give their approval understand it works both ways; I think (and just brainstorming, something off the top of my head) something could be done. Not this though, because it's something that just ocurred to me without much in-dept thought: A script that counts how many PvP deaths have you had and where they were. Every X amount of time it resets. If you start accumulating a certain amount of deaths over time (This person died 10 times in 30 days in the same area to PvP; basically going back there once every three days) then a system message tells you you're becoming eligible for MoD, or it simply shows up as a notification for a DM to look into it, automatizing the process of being able to notice which players are in the thick of it.
I'm not entirely convinced assigning MoD is the way to go (because it feels very final, rather than a corrective), but perhaps I'd be more liberal with that feeling if there was a way to get out of the MoD and it was just a thing that applies when you've been doing way too much PvP or way too much disregarding death, and after you take it easy for a while (A month, two?) it goes away on it's own.
One issue with "same area to pvp" is it could hit players who may not want anything to do with pvp or conflict RP, but happen to exist within a township that gets attacked with frequent raids or "not-DM requiring raid, just 2-3 attackers" and ending up punished just the same as the aggressor who seeks this thing.
Say for instance, since people mentioned Bendir before - I am playing some cozy halfling priestess of Yondalla focusing on immersive/simulationist RP as the township's cook & shoulder to lean on. A group of orc players come into Bendir to kill someone else and I get hit too due to being too close and not being able to react fast enough (or perhaps trying to heal the wounded as a priestess of yondalla would do).
This repeats over and over again, and my choice is to either
A) Avoid RPing in Bendir during the playtime of the orc PCs
B) Avoid playing this character during the playtime of the orc PCs
C) Try to continue my simulationist approach to RP and end up with a MoD due to being at the wrong place at the wrong time (which may happen to be my only PC and only area to RP in).
Not sure how viable the above scenario is, but it has a non-zero chance of happening. And I admit, mainly due to my bad experiences over my history of roleplaying, I very much try to stay out of conflict RP beyond preaching for a random good aligned deity and low-scale conflict over inner-church beliefs or something similarly pvp-lacking. But with the above, I could see it potentially being done intentionally (to get rid of my character through an alt of someone maybe) or unintentionally (collateral).
The rule targeting those who die is the one that makes sense given that death is supposed to be impactful. If you had a MoD and you knew that say, Bendir is under constant attack every day due to an on-going war and you have died three times in three days (Regardless of DM involvement punishing the offensive player, and regardless of how far fetched that something like that would happen, or let alone be allowed to happen for as long) your character, in-character, should think "Bendir is in the middle of a war and is really dangerous. Perhaps I should avoid that city until things calm down." Rather than dying, respawning, and returning to the same area.
There are situations where this might not be as feasible (UD Races, if a war in Andunor happens. Where else are they going to go?) but as I say the situation in itself is not something that would realistically happen. Usually bystanders are not killed in such liberal terms. I've had people attack each other in my proximity, I've even walked along following their lengthy battle just out of curiosity and have not been attacked as a consequence.
I don't think penalizing is right either. I think as it stands (the options being doing nothing or applying an MoD) may be a bit like going from 0 to 100 real quick. As I mentioned, beause MoD seems to be permanent.The GrumpyCat wrote: Sat Jul 03, 2021 1:42 pm This has been in discussion on and off in DM circles- but... so the narrative dissencentive should be on the victim (dying) - and that makes sense.
On the other hand - 'dying' doesn't count for much. You can 'die' as the victim of an assassin attempt, or the assassin. Penalizing that isn't really what we want I don't think.
What we want - in this hypothetical sitation - is people not to return to pvp (won or lost!) with the same people over and over again in a short space of time.
Honestly - I'd rather like it if people were a llittle less PvP happy (especialy kill happy) in general. Just slow it down a little bit - allow narrative and interest to develop. This does happen mark you - I see it fairly regularly, but I also see the other way.
Reguardless - I think it's very difficult to create an intuative system that cannot be gamed - because players will game something- that accounts of PvP - a thing that is heavily competative. It's generally best (and you've no idea how much I hate saying this) when overlooked with a DM.
That said though! I'm absolutly up to be proved wrong! And always up for reading ideas that might work to prevent the same groups constantly hitting themselves in pvp - honstly reguardless of where they are.
If say there was another kind of it (You have 10 lives for PvP, but they refresh at the start of every month (?)) that would be more like it.
"But wouldn't there exist the possibility of me being griefed and have the character perma-killed?" Considering you'd have 10 lives, that count only for PvP deaths, you would be able to manage that. Getting purposely killed more than six times by the same individual in a short amount of time is already worth reviewing one way or another. It would give a player plenty of time to think "Hey, wait a minute, this isn't right.".
Either you would be getting griefed (And with that evidence, ridding the server of a griefer sounds alright) or you are really putting yourself in danger and ought to reconsider (Which you would naturally, since your character needs to lay low for a while). And RPing your character laying low for a while or seeking other means of conflict resolution other than repeated death sounds ideal if we are looking to avoid an overusage of death.
I agree with what you are saying however; this is just me trying to come up with something that perhaps could help.
Personally I'd much rather have to deal with an orc randomly suiciding himself daily into Myon or Bendir with no change,
than any automated system that can cause a character to permadie. Or even a saturday morning cartoon villain who repeatedly animates undead right by the Radiant Heart entrance - even that is astronomically far more favourable to any system that can allow a player to permakill another's characters one way or another. Sure, you say a DM may review it - but reviews are unreliable, while automated systems are very, very reliable and easy to be gamed. I'd rather reviews be focused on punishing dumb stuff, rather than groveling to avoid getting punished for something you don't even particularly care for.
And I'm not sure how Arelith works, but griefers in my experience across my various roleplaying games are impossible to ban. Buy new CD key, use a VPN, or a laptop and connect from wifi. If someone has a grudge against someone, perhaps does not like a character concept - they've a myriad ways to avoid punishment and destroy their ability to play their character.
And that person may have absolutely no interest in conflict RP (something which I find frustratingly difficult at times with people running off to pvp and whatnot), yet if there's a system designed to punish rampant pvp - chances are, the rampant pvper won't mind losing their character. The person who did not care for it - will.
As for "Don't go to Bendir", usually my characters tend to be fairly insular in their faith. (This is primarily due to my interpretation of forgotten realms and what I feel is the logical conclusion of a high int character studying theology but that's another topic...) "Don't go to area where your faith can mingle" is about the same as "don't log in if you don't want to get potentially permad."