05-16-2023, 07:22 AM
(This post was last modified: 05-16-2023, 07:23 AM by Detective100.)
Hello there! As some of you might have noticed, there's a new policy around that says you are now entitled to fight at least one opponent inside an enemy territory
I can understand where it comes from, to make it so that people won't be able to freely walk out once they enter hostile territory by relying on having higher flee rolls to avoid consequence.
However, there are currently two issues that I find with the current policy, I'll like to bring up:
1)
As it is currently written, the rule can allow for one person in the enemy territory to engage while the rest abstain to ensure said person will get to fight. This can lead to circumstances where the enemy territory's size can always let the strongest one there to be the one to fight, rather than those of the highest speeds.
Example:
Player A walks into enemy territory where there are five people around. Things get hostile, and player A tries to flee. Player B from the enemy side gives chase, and the rest of the players abstain from running so that player B will get a guaranteed fight.
2)
What about scenarios where the peaceful territory suddenly turns hostile? This can be more of a gray area, true: A witch that has been found out can be a valid reason for the nearby territory to turn hostile for example.
However, what if the reasoning isn't quite as clear cut? The territory turning hostile on a dime, in a place you would have never expected to have a reason to turn on you.
As someone who had to go through it, I can tell firsthand that it is an unpleasant sensation
. Having to also fight what can be the enemy's strongest regardless of speed as explained in issue 1 in a territory that was peaceful to you but a second before can be quite the sudden whiplash.
Quote:When in enemy territory, you are generally entitled to fight at least one opponent before being permitted to flee. This is in part to ensure that there is gravity to being within enemy territory and avoid instances where characters enter and exit enemy territory without any repercussions.
It's also best to keep in mind that /flee is also typically necessary when hostilities start or tension starts to simmer. It's best not to just post an RP and leave during these cases as otherwise it may be construed as avoiding IC repercussions.
If there are any questions regarding this, you're always free to send in a ticket during the scene in question for further clarification.
I can understand where it comes from, to make it so that people won't be able to freely walk out once they enter hostile territory by relying on having higher flee rolls to avoid consequence.
However, there are currently two issues that I find with the current policy, I'll like to bring up:
1)
As it is currently written, the rule can allow for one person in the enemy territory to engage while the rest abstain to ensure said person will get to fight. This can lead to circumstances where the enemy territory's size can always let the strongest one there to be the one to fight, rather than those of the highest speeds.
Example:
Player A walks into enemy territory where there are five people around. Things get hostile, and player A tries to flee. Player B from the enemy side gives chase, and the rest of the players abstain from running so that player B will get a guaranteed fight.
2)
What about scenarios where the peaceful territory suddenly turns hostile? This can be more of a gray area, true: A witch that has been found out can be a valid reason for the nearby territory to turn hostile for example.
However, what if the reasoning isn't quite as clear cut? The territory turning hostile on a dime, in a place you would have never expected to have a reason to turn on you.
As someone who had to go through it, I can tell firsthand that it is an unpleasant sensation
