01-17-2021, 02:26 AM
as for the actual effortpost now that my ishgarde fate is done:
I do not think that this is a solution and it might as well make some problems that currently exist worse.
While I certainly understand the intent to avoiding a cap 0 existing, I believe it does more good than harm for the sake of the plot itself. It might be more of a question of rulings instead of removing that option entirely- A first encounter, specially one against the aforementioned 220 RPL supervillain from Achyon, should not kill someone who is a new character with far more story to develop - Or even, not get the possibility to capture that other character. If the latter ends up captured, they might be either forced to steer themselves towards something that would cause their release, face a few days in prison with no RP at all which quite frankly kills most people's drive, or eventually get killed because they're in opposing factions- What is not IC about killing the son of your opposing faction's leader?
You might cite that deaths should be more moderated and indeed, I agree- There are many options out there instead of killing every single character you oppose and capture, and not everyone is fond of them, usually for a mentality that either boils down to kill = dev = cool new hidden or kill = we win, both of which are... Fine? The game has never worked differently, and I cannot imagine a world that isn't an outright utopia where such isn't the case, even if there are certain bad actors that overdo such.
A cap 0 not existing is a clear step in the wrong direction, to my opinion. It is one that might not matter too much for the people who are already in the upper brackets, competing with people who are around their level and likely with the same amount of hiddens- In those cases, a cap 0 is rarely used. The only thing that the removal of a cap 0 would achieve is getting new characters, who have entire arcs ahead of them, occasionally getting captured in one first encounter that happened at random with someone from the enemy faction and... Dying.
Perhaps it would be healthier to analyze the possibility of making temporary injuries not vanish instantly upon being treated by a doctor, and being instead something that weighs in people's attitude. A temp, as is, is often disregarded by people because they can just either AFK inside their house for a couple days, drink a healing potion, or talk to their doctor friend and get it instantly healed- As if it never happened in the first place. That being said, people often do aggressives because there is just little impact and they get a danger check - Removing that would allow for rivalries to thrive, give an alternative for a massive RPL gap that just isn't fun for the losing side to do a danger on, and not cause the situations where someone's clearly just fishing for that danger check. Of course, this also means that a lower RPL who gets in a disadvantageous fight loses a 'danger check', but I believe it wouldn't be too difficult to implement a system where it only rewards the fighters of an aggressive when they are at a considerable disadvantage.
Maybe bring -20 injuries back. I don't know, really- And I don't want to spitball even more half-assed ideas.
All in all, I believe stronger rules towards kills is a correct step, and ideally the search for alternatives when faced with a potentially good story would come from the players rather than from a rule. Instead of removing the cap 0, leave it up to players- And add a rule that if a player abuses the 'safety net', they can be liable to a cap 1 or something akin to that. We can take a page from many IRL laws and easily establish that doing something in bad faith removes certain benefits - And insulting a much higher RPL in what is a poor taste scene only because the safety net exists is acting in bad faith. Obviously, territory rules should cover those as well- Doing so in the woods is already one thing, but doing it in their very city is insulting even at an OOC level. Of course, a rule about acting in bad faith would also protect those in lower levels from being taken advantage of by higher levels.
I do not think that this is a solution and it might as well make some problems that currently exist worse.
While I certainly understand the intent to avoiding a cap 0 existing, I believe it does more good than harm for the sake of the plot itself. It might be more of a question of rulings instead of removing that option entirely- A first encounter, specially one against the aforementioned 220 RPL supervillain from Achyon, should not kill someone who is a new character with far more story to develop - Or even, not get the possibility to capture that other character. If the latter ends up captured, they might be either forced to steer themselves towards something that would cause their release, face a few days in prison with no RP at all which quite frankly kills most people's drive, or eventually get killed because they're in opposing factions- What is not IC about killing the son of your opposing faction's leader?
You might cite that deaths should be more moderated and indeed, I agree- There are many options out there instead of killing every single character you oppose and capture, and not everyone is fond of them, usually for a mentality that either boils down to kill = dev = cool new hidden or kill = we win, both of which are... Fine? The game has never worked differently, and I cannot imagine a world that isn't an outright utopia where such isn't the case, even if there are certain bad actors that overdo such.
A cap 0 not existing is a clear step in the wrong direction, to my opinion. It is one that might not matter too much for the people who are already in the upper brackets, competing with people who are around their level and likely with the same amount of hiddens- In those cases, a cap 0 is rarely used. The only thing that the removal of a cap 0 would achieve is getting new characters, who have entire arcs ahead of them, occasionally getting captured in one first encounter that happened at random with someone from the enemy faction and... Dying.
Perhaps it would be healthier to analyze the possibility of making temporary injuries not vanish instantly upon being treated by a doctor, and being instead something that weighs in people's attitude. A temp, as is, is often disregarded by people because they can just either AFK inside their house for a couple days, drink a healing potion, or talk to their doctor friend and get it instantly healed- As if it never happened in the first place. That being said, people often do aggressives because there is just little impact and they get a danger check - Removing that would allow for rivalries to thrive, give an alternative for a massive RPL gap that just isn't fun for the losing side to do a danger on, and not cause the situations where someone's clearly just fishing for that danger check. Of course, this also means that a lower RPL who gets in a disadvantageous fight loses a 'danger check', but I believe it wouldn't be too difficult to implement a system where it only rewards the fighters of an aggressive when they are at a considerable disadvantage.
Maybe bring -20 injuries back. I don't know, really- And I don't want to spitball even more half-assed ideas.
All in all, I believe stronger rules towards kills is a correct step, and ideally the search for alternatives when faced with a potentially good story would come from the players rather than from a rule. Instead of removing the cap 0, leave it up to players- And add a rule that if a player abuses the 'safety net', they can be liable to a cap 1 or something akin to that. We can take a page from many IRL laws and easily establish that doing something in bad faith removes certain benefits - And insulting a much higher RPL in what is a poor taste scene only because the safety net exists is acting in bad faith. Obviously, territory rules should cover those as well- Doing so in the woods is already one thing, but doing it in their very city is insulting even at an OOC level. Of course, a rule about acting in bad faith would also protect those in lower levels from being taken advantage of by higher levels.
![[Image: Fky6ssr.png]](https://i.imgur.com/Fky6ssr.png)