02-04-2020, 11:07 AM
There are plenty of ways to get around "b- but it's my IC to kill!"
You, OOCly, are not controlled by your character. You can say "it's my IC to kill, so my character makes a "fatal" blow on yours but your character can recover from it". People have done this before to varying results, but I generally find things like that to be a net positive to the overall game. If your character thinks they're dead, they can return later, stronger, and give you a better fight. Maybe even a continued antagonist for your character. This creates more RP. You can complain this is "lame" or "boring" all you want, but in the end you can build up a better villain for your character to fight this way.
What does killing a character, especially one that yours doesn't really know, do? Well... not much. You get a "cool" scene where you kill someone, and they have to go make a new character. I guess it also means you don't have to risk fighting them and possibly losing to them later... which might mean your character would die, and we wouldn't want that!
Sure, it's "part of the game", but it's demoralizing and discouraging. Everyone complains that no one roams around cashing trouble, and it's probably because of things like this. The Caritas kill was not good. It did nothing except end an up and coming antagonist that roamed around attacking people. There was barely any RP about it.
Signing up to fight in a raid is different, but honestly part of why I don't really like raids.
If it was up to me alone, I would say all kills need to be ahelped and judged by an admin as acceptable before they're allowed to go through. Is this too strict? Probably. But the main thing that keeps people from taking risks and being villains is losing a character that they are attached to and enjoy playing. Remove the risk of a "bad" death and people would probably be more villainous. I think it'd be an interesting experiment, at least.
In general, death in this game tends to result in a net loss of RP. I'm not saying characters should never be killed, but kills should have meaning and weight to them rather than "lol it happens!"
You, OOCly, are not controlled by your character. You can say "it's my IC to kill, so my character makes a "fatal" blow on yours but your character can recover from it". People have done this before to varying results, but I generally find things like that to be a net positive to the overall game. If your character thinks they're dead, they can return later, stronger, and give you a better fight. Maybe even a continued antagonist for your character. This creates more RP. You can complain this is "lame" or "boring" all you want, but in the end you can build up a better villain for your character to fight this way.
What does killing a character, especially one that yours doesn't really know, do? Well... not much. You get a "cool" scene where you kill someone, and they have to go make a new character. I guess it also means you don't have to risk fighting them and possibly losing to them later... which might mean your character would die, and we wouldn't want that!
Sure, it's "part of the game", but it's demoralizing and discouraging. Everyone complains that no one roams around cashing trouble, and it's probably because of things like this. The Caritas kill was not good. It did nothing except end an up and coming antagonist that roamed around attacking people. There was barely any RP about it.
Signing up to fight in a raid is different, but honestly part of why I don't really like raids.
If it was up to me alone, I would say all kills need to be ahelped and judged by an admin as acceptable before they're allowed to go through. Is this too strict? Probably. But the main thing that keeps people from taking risks and being villains is losing a character that they are attached to and enjoy playing. Remove the risk of a "bad" death and people would probably be more villainous. I think it'd be an interesting experiment, at least.
In general, death in this game tends to result in a net loss of RP. I'm not saying characters should never be killed, but kills should have meaning and weight to them rather than "lol it happens!"