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Post by DM Hawk on Oct 30, 2020 0:05:58 GMT -5
Responding briefly to the Starmantle tangent, the Ironsworn's story was based on 3rd and 2nd ed game material, disregarding 4th ed + material and novels I didn't have time to read. Dragon Coast demographics were used. Carry on
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Post by magiuss on Oct 30, 2020 5:19:43 GMT -5
It's a difficult question.
Outlawing is a rather Harsh punishment on the server, as many has stated. it pretty much limit your presence to the wilds. As disguises don't work, to many walk around with magical true sight and can see through any magical barrier/polymorphs/illusions. Outlaw punishment is basically a forced retirement of a PC. Given I've been told that nobody is ever forced in to retirement of their PC's, this is the way of forcing it.
I've never liked this sentence. not before and definitely not after my own PC got it.
A long prison sentence that lets say forces your PC to be offline for like 1 Year or something ((in extreme cases)). I think I could better coop with that, question is if you can get back into the RP after been gone a year. but at least you would be able to function within the ''normal'' society again after a prison sentence.
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Post by Runa Rothgar on Oct 30, 2020 11:26:52 GMT -5
In my view, the real problem is that getting away with a crime is difficult to the point that I think it may be somewhat taken for granted you are *going* to be caught and punished sooner or later, so "being punished" can be kind of assumed to be part of the criminal's story more or less no matter what. I know there are people who get away with things, but I'm speaking in generalities about the setting. So, since it's hard to make it so criminals have more ways to escape punishment, we lighten up the sentence to counterbalance the difficulty in avoiding it. This leads to non-permanent executions, which feels kind of wonky and weird, but it's accepted as "the best we can do" in the context of a more or less unavoidable eventual fate. And on it goes. To me, the real solution is the same as I just posted recently on the evil PC's thread, more space on the server, room to roam, and places to go to not be right smack under the watchful eye of the law no matter where you go, to the point it's hard to even get off the road when you're in the wilderness. To exaggerate to make a point, if the only areas built into the server were downtown Suzail with war wizards wandering around everywhere, of course you're going to get caught eventually no matter what you ever do. Give "bad guys" all the room to roam that there would be in canon Cormyr the forest kingdom, and that fate now becomes more avoidable. If it's more avoidable, it's actually the consequence of choices made if it befalls you, not just in the choice to break the law, but also the choice to press your luck in areas you can get caught and actually end up apprehended, when you had choices of places you could go to in order to lie low and out of sight, but yet still able to adventure and role play. So to me, the answer to this is more space, and then realistic penalties for crimes. Space, sure. But come on.... The server has many areas where an outlaw could be at. The epic ones could simpy rent a room in the Unfortunate Orc and for dungeons they have the entire Underdark to explore. It is not so much a lack space, but facilities. Stores, temples, and something to do that is not just killing monsters and then having a sense of purpose as they did before. Perhaps what is needed, is to have Proskur represented or better, an expansion of the module towards Westgate across the Sea of Fallen Stars. Lawful Evils could get a hold of that city that already seems dark, then the outlaws could go live there as they did before becoming outlaws and while they figure a way to have their legal standing with the Crown of Cormyr restored. Even some dungeons could be added for Westgate too. This just reminded me..I have actually Built Westgate on the Toolset. I think I almost finished the exterior of it. Was going to work with a friend a few years back to make a Westgate server. We never got to interior, but got it pretty close to the maps exterior wise. (Just needs more detail, clutter, etc.) But I still believe there are too many choices for characters to have on this server. It spreads groups thin, Evil and Good. And because of this it's difficult to have a one team evil. Too many players want to do their own thing with so many choices. Gargoyle only has like 3-4 active players. Westgate would be pretty awesomesauce to have for more sinister types. I like the ideas above, because the most successful servers I have seen with the 'bad vs good', are ones where characters have something to fight for. If sinister/villain types consider Westgate their home.. they will fight for it more. A banite area will only be for banites. Same as other groups like the Gargoyle. The gargoyle has a place they can call home, but it's not for everyone, yet many players there will defend the crown. Evil/Villain groups within Westgate gives them all a common place to defend , still maintaining their personal strongholds, with a place to step outside without as much scrutiny. Plotter has built Cloudstone into an area where player characters can have a common cause, defend and feel like they can gain some prominent positions. However, that place is not fit for Thayans or other well known 'Shady' Groups; unless subterfuge is involved. This is why I have said before that FRC is not really set up for a supreme evil type of RP amongst player characters. Areas can be sparse of players and good place for DMs to utilize for plots and stories. As an EDM I am using Marsember and outlying areas. So I don't mind areas being available like this as it creates adventure. This would also give banishment a more sincere meaning. Characters can actually be banished somewhere, outside of Crown law and places for them to still adventure and stuff. But again, that's a BIG project xD.
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goblinfort
New Member
Still in Goblin Fort!
Posts: 25
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Post by goblinfort on Oct 31, 2020 5:07:38 GMT -5
Just hide out in goblin fort, no one will ever find you after a GG murder >.>
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Post by Raven Credale on Oct 31, 2020 5:45:51 GMT -5
I feel it would be kinda nice to give Outlaw PC's a chance to redeem themselves. I'm a sucker for a good redemption arc if those involved in such a concept are willing to do it. If not then boot outlaw to Hellfire with the fiends.
The idea of public service under the eye of a warwizerd sounds interesting but if the outlaw is a mage/ Rogue(assassin?) like Vindel, then I feel there should be a counter to that class/ PC to prevent them from doing anything to destructive (Ragnild...just saying :3)
Plus it never kills anyone to show some support outside the PDK and Warwizards if/ when Vindel or any other outlaw decides to try and redeem themselves. I know that in game there doesn't seem or feel like there is a way to do this with thw amount of people that instantly shoot to "You did a terrible thing and we're going to hang this over you for the rest of your days". But we also need to factor in the fact that sometimes people really do want to change for the better but have no idea how to when faced with the above, because there's doesn't seem to be any guildlines of sorts to go about this.
Okay, that ends my bit. Back into the void I go. Sorry for ranting or rambling ^^"
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Post by Masterbard Alyster Darkharp on Oct 31, 2020 7:47:47 GMT -5
I feel it would be kinda nice to give Outlaw PC's a chance to redeem themselves. I'm a sucker for a good redemption arc if those involved in such a concept are willing to do it. If not then boot outlaw to Hellfire with the fiends. The idea of public service under the eye of a warwizerd sounds interesting but if the outlaw is a mage/ Rogue(assassin?) like Vindel, then I feel there should be a counter to that class/ PC to prevent them from doing anything to destructive (Ragnild...just saying :3) Plus it never kills anyone to show some support outside the PDK and Warwizards if/ when Vindel or any other outlaw decides to try and redeem themselves. I know that in game there doesn't seem or feel like there is a way to do this with thw amount of people that instantly shoot to "You did a terrible thing and we're going to hang this over you for the rest of your days". But we also need to factor in the fact that sometimes people really do want to change for the better but have no idea how to when faced with the above, because there's doesn't seem to be any guildlines of sorts to go about this. Okay, that ends my bit. Back into the void I go. Sorry for ranting or rambling ^^" I think this was done in a recent plot. I like redemtion arcs as well, they are part of the reason, that playing good characters or at lest, non law abiding evil characters, can be really interesting and rewarding to play.
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Post by ID10Tango on Oct 31, 2020 11:19:38 GMT -5
The deeper and darker the hole you dug for yourself, the longer the climb of redemption. It's not easy, and it's not always "fun" but it makes for an interesting journey. In my opinion, this notion would allow more room for those kinds of players to operate in.
I'm not saying that criminals shouldn't be dealt with, or (using Mobius as an example) that the justice dished out back in the day wasn't warranted (it was). I'm just saying I like the idea and think it would give more options to both sides, and I think a lot of great RP could be created from it.
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Eldok
Proven Member
Atonement is the way
Posts: 220
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Post by Eldok on Nov 4, 2020 18:42:18 GMT -5
I think these are brilliant ideas!
Permadeath should be a thing and rewarding a player for their ‘’sacrifice’’ should also be. Because in some sort of way playing an evil character here represents a sacrifice, not only for yourself but everyone else on the server.
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Eldok
Proven Member
Atonement is the way
Posts: 220
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Post by Eldok on Nov 4, 2020 18:50:37 GMT -5
I feel it would be kinda nice to give Outlaw PC's a chance to redeem themselves. I'm a sucker for a good redemption arc if those involved in such a concept are willing to do it. If not then boot outlaw to Hellfire with the fiends. The idea of public service under the eye of a warwizerd sounds interesting but if the outlaw is a mage/ Rogue(assassin?) like Vindel, then I feel there should be a counter to that class/ PC to prevent them from doing anything to destructive (Ragnild...just saying :3) Plus it never kills anyone to show some support outside the PDK and Warwizards if/ when Vindel or any other outlaw decides to try and redeem themselves. I know that in game there doesn't seem or feel like there is a way to do this with thw amount of people that instantly shoot to "You did a terrible thing and we're going to hang this over you for the rest of your days". But we also need to factor in the fact that sometimes people really do want to change for the better but have no idea how to when faced with the above, because there's doesn't seem to be any guildlines of sorts to go about this. Okay, that ends my bit. Back into the void I go. Sorry for ranting or rambling ^^" I think this was done in a recent plot. I like redemtion arcs as well, they are part of the reason, that playing good characters or at lest, non law abiding evil characters, can be really interesting and rewarding to play. Yes it was done in a recent plot. But the problem is, you cannot oblige a player to take part in 5-6 hours long sessions every saturday night every week. That’s what happened and some players just couldn’t coop with that.
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Post by Masterbard Alyster Darkharp on Nov 4, 2020 21:44:41 GMT -5
I think this was done in a recent plot. I like redemtion arcs as well, they are part of the reason, that playing good characters or at lest, non law abiding evil characters, can be really interesting and rewarding to play. Yes it was done in a recent plot. But the problem is, you cannot oblige a player to take part in 5-6 hours long sessions every saturday night every week. That’s what happened and some players just couldn’t coop with that. Yeah I get it, some people have more time and ability to play than others. It's not anyones fault, but it's certainly easier as a DM to have a large plot with those types of characters. When you try to include a number of people who either cannot or do not make it to regular sessions it gets strung out over an extremely long time period and increases the number of people who become unsatisfied with the plot. I have seen it happen many times over the years in multiple games, and several times on FRC. When the end comes there are always people who are upset that they put lots of time into a plot when DMs weren't able to monitor them, and they felt they didn't get enough attention, vs. people who were simply able to be on when said DM was on. I don't see it as a problem if a DM chooses to make the path to redemption challenging, personally.
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Post by Church of Bane on Nov 5, 2020 8:32:53 GMT -5
As someone who has been executed, and raised, I agree some more could be done with this. To expand upon the original post here are my thoughts.
1: When executed there should be a minimum of 30 days of non-play (or non-public play). DM events of your resurrection / escape are an exception.
2: Players and DMs should work out time to RP if in prison that is no more than once a week unless agreed upon otherwise.
3: Encourage friends / player group members / guild members to participate if there is a way for them to find the body for resurrection. This allows the player of the dead character to participate as an alt of that group to help find their dead character's body. You could even flex your build muscles using the corpse inventory item (bodies are heavy afterall), make a horse drawn cart where the cart is a clickable container like a chest, and many other possibilities. Getting a chance to use items adds to the immersion which is a benefit for us all.
4: Have the character that was executed meet their god. Were they wrongly accused? Are they viewed as a failure, and have a chance to redeem themselves? This might be a good way to go is a player is asking for a rebuild at the same time. They can be taken through an event / several events on their deity's plane in order to return. Time / effort should be understood ahead of time of course. This would also be a good time to tie in a rebuild request from the player if they so choose.
Part of the reason the drumhead trial system currently in places simply does not work is it leads to a lot of drama, and there's nothing left for the player to do afterwards (or it would appear that way unless they are given a tell OOCly before anything happens which ruins it). Providing some of these things will give more to the character's story, and leave the decision on what happens to their character solely in the hands of the player.
Thoughts?
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Post by Animayhem on Nov 5, 2020 10:32:45 GMT -5
The High execution system needs to be revamped. It is the same for someone who killed one person in self defense as it is for a serial killer.
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Post by Southpaw on Nov 5, 2020 11:31:23 GMT -5
I think the best thing to do with the legal system in Cormyr is honestly to make the whole process and everything involved with it, as well as everything that would balance it out as a contrary force, as richly developed in character as possible, and then let players and their characters cope according to their resources, ability, and motivations. I think if we all stop thinking of the NPC's involved as tools we're almost asking the DM's to manipulate OOC'ly to enact our desires as players, and simply ask the DM's to keep it in character with the NPC's instead, that would go some way. (The shift would be in the minds of us players to shift what we're asking for, not the actions of the DM's to try to keep things as IC as possible.) If the DM's were to develop the involved NPC's as characters with well known individual personalities that can be either faithfully portrayed or conspicuously departed from, that would probably help players to look at even the most powerful NPC's in the game as characters, and not the hand of the DM. Seeing as portraying the NPC's adequately would probably be a bit stifling to non-LG character behavior in the game, I think implementing all the resources a character could find that would balance that out would be enough. That would include everything anyone has mentioned like more space to move outside of civilized areas, space outside Cormyr's borders for those who want to operate outside the kingdom, magical counters to alignment reading, mind reading, and scrying, lower ranking NPC's with personalities that might give inroads to depart from the will of the war wizards represented as much as they would actually exist in a kingdom with a natural distribution of personality types, and anything else that would balance out the absolute control of the war wizards. And then after everything we can think of that would be present in Cormyr has been implemented, I'd honestly leave it to the PC's and NPC's to cope with what comes of it all.
All of that differs from trying to figure out how to run the show in a way that allows law breaker RP without the setting completely squashing it summarily, without building or implementing anything new, and without creating an implausible setting. I don't think that's humanly possible.
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Post by malclave on Nov 5, 2020 12:27:26 GMT -5
I was just thinking (dangerous habit, I know)... with the upcoming addition of Anauroch ( frc.proboards.com/thread/33350/frc-anauroch ), banishment from the whole kingdom instead of just particular cities becomes an option for crimes that don't rate high justice. The character could still risk going into Cormyr and being hunted, or stay in the desert and still be able to play, shop, etc. If the banishment exceeds a certain amount of time, licenses (adventurer, merchant, Stormhaven membership) could be revoked, and have to be repurchased if desired. Revokation of licenses should also be done if the Crown executes a character, I think.
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Post by Church of Bane on Nov 5, 2020 12:49:22 GMT -5
I was just thinking (dangerous habit, I know)... with the upcoming addition of Anauroch ( frc.proboards.com/thread/33350/frc-anauroch ), banishment from the whole kingdom instead of just particular cities becomes an option for crimes that don't rate high justice. The character could still risk going into Cormyr and being hunted, or stay in the desert and still be able to play, shop, etc. If the banishment exceeds a certain amount of time, licenses (adventurer, merchant, Stormhaven membership) could be revoked, and have to be repurchased if desired. Revokation of licenses should also be done if the Crown executes a character, I think. The problem with that though is the points of entry are commonplace, and if someone wanted to come back to Cormyr they would easily be seen by PC and NPC alike. Even teleport spells take characters to caravan stops so that won't work either.
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Post by Ruin on Nov 5, 2020 14:02:09 GMT -5
I was just thinking (dangerous habit, I know)... with the upcoming addition of Anauroch ( frc.proboards.com/thread/33350/frc-anauroch ), banishment from the whole kingdom instead of just particular cities becomes an option for crimes that don't rate high justice. The character could still risk going into Cormyr and being hunted, or stay in the desert and still be able to play, shop, etc. If the banishment exceeds a certain amount of time, licenses (adventurer, merchant, Stormhaven membership) could be revoked, and have to be repurchased if desired. Revokation of licenses should also be done if the Crown executes a character, I think. The problem with that though is the points of entry are commonplace, and if someone wanted to come back to Cormyr they would easily be seen by PC and NPC alike. Even teleport spells take characters to caravan stops so that won't work either. We should not expect this as players, as this is being way too literal. If I was skulking around topside and some evil person ported to a caravan area.. that was wanted. I am going to let it go. Same with common place entries. ((Unless gates through cities, all depending)) Sure FRC could build some 'secret' areas like woodland/mountain trails that could lead Villains to areas in Cormyr. <--- this might be a good idea. But for now.. My point is, I would suggest not being too literal. The chances of a PC being around in certain areas is minute. And PCs who guard near the transition from the desert to Cormyr Border is not going to be 24/7 watch , if they are watching. Just RP heading through the off beat passage. Also.. for PCs that are camping around the entry areas are actually exploiting in my opinion. This exploit happened during the Zorstastryl battle where the Team Matthias planted a bunch of barricades right in front of the spawn zone. So PCs of Team Marister/Crown were spawning in getting wasted before even seeing the next area because they had to get by the barricades. Obviously if the barricades were in sight.. the group would of never walked up to the barricades like they did. It was an oversight. Let's not exploit transitions like this and if I catch characters guarding entry zones like this to exploit NWN mechanics I will politely ask them to stop (Try to take screenies). NWN is limited and Villains shouldn't have to be forced to walk down the common path. However, I don't see PCs just camping near the desert so they can get in on some PvP. Yes, can happen, but it's not going to be common. If there is trouble with a zone camper, just talk to each other in tells and explain the situation. Try to work out a way ooc right quick. Even for those stealthy stalking about. Every situation is different and we can say.. "Well.. what if this happened.. what if that happened..?" <-- If it becomes an issue get help from the staff. No reason to speculate right now. :3
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Post by malclave on Nov 5, 2020 15:07:41 GMT -5
I was just thinking (dangerous habit, I know)... with the upcoming addition of Anauroch ( frc.proboards.com/thread/33350/frc-anauroch ), banishment from the whole kingdom instead of just particular cities becomes an option for crimes that don't rate high justice. The character could still risk going into Cormyr and being hunted, or stay in the desert and still be able to play, shop, etc. If the banishment exceeds a certain amount of time, licenses (adventurer, merchant, Stormhaven membership) could be revoked, and have to be repurchased if desired. Revokation of licenses should also be done if the Crown executes a character, I think. The problem with that though is the points of entry are commonplace, and if someone wanted to come back to Cormyr they would easily be seen by PC and NPC alike. Even teleport spells take characters to caravan stops so that won't work either. That's one of the risks, and where disguise checks come into play.
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Post by Church of Bane on Nov 5, 2020 15:20:44 GMT -5
Not every class puts points into the disguise skill, or has access to it.
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Post by malclave on Nov 5, 2020 15:39:18 GMT -5
Then those characters would still have the option of adventuring in the desert for the duration of their banishment.
I'm not proposing this as a replacement for any existing sentencing options, just as another option.
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Post by Church of Bane on Nov 5, 2020 19:45:07 GMT -5
Then those characters would still have the option of adventuring in the desert for the duration of their banishment. I'm not proposing this as a replacement for any existing sentencing options, just as another option. So players who have made a choice where there character doesn't have access to the Disguise skill (or any reasonable facsimile thereof) are now restricted to where they can play if they become an outlaw? Seriously? This has to just be bad comedy, right? Not every player knows going in that if they choose to become a villain all that it entails. "Oh oops I have to work in this class so I can properly RP a villain even though this class doesn't really fit how I envisioned my character" is such a bad take. Let's not go there, ok?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 5, 2020 19:59:30 GMT -5
That is pretty much the consequence of being an outlaw. If you decide not to invest skill points or feats into disguise skills, you will be at a disadvantage within the confines of the kingdom whilst a wanted man. IC consequences for IC actions.
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Post by Dimitri on Nov 5, 2020 20:17:51 GMT -5
I think you're trying to make things seem a bit more hostile than they are, CoB. Let's take a breath and enjoy the game.
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Post by Church of Bane on Nov 5, 2020 20:40:31 GMT -5
I think you're trying to make things seem a bit more hostile than they are, CoB. Let's take a breath and enjoy the game. I don't like feeling restricted to where one can play on a role-play server because one didn't put points somewhere. The stats aren't the only thing that makes the character. Let's not forget that.
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Post by Dimitri on Nov 5, 2020 20:51:17 GMT -5
Stats are very much a part of your character. They represent your training into that. If your outlaw is practicing disguise, put cross class points into Bluff. A person who wants to be a convincing diplomat should have bluff or persuade. Intimidate for bruisers trying to scare people, and so on.
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Post by Southpaw on Nov 5, 2020 20:52:04 GMT -5
I think you're trying to make things seem a bit more hostile than they are, CoB. Let's take a breath and enjoy the game. I don't like feeling restricted to where one can play on a role-play server because one didn't put points somewhere. The stats aren't the only thing that makes the character. Let's not forget that. I understand what you're saying when you say this. I also share your concern about being restricted where one can go and what one can do, if the constriction is artificial. At the same time, I look at the build on a person's character sheet as the skills they have put in the time and effort to practice and develop. If you go to the gym and do arm curls, you get big biceps. If you do leg press, you get strong legs. If you can't open a given door without having strong legs to put your back against it and push, you can't do what ever it is you'd like to do in the area that's closed to you. If the one with the weak legs is a character in the game, then they haven't gone to the gym and done their leg press, that's an IC choice to not develop that skill, and the IC result of their IC choice not to develop that skill is they can't use it, and the results are the results. To me, the balance to that is expanding *all* the ways a person can get around the potential barriers to RP so that a person can find *some* way to still log in and participate meaningfully if their character is wanted. But some avenues may be shut off, and some areas may not be accessible. My personal feeling on that is that the reason it feels so restrictive to say that *right now* is that there aren't enough areas implemented that you can play in without disguise skill. But if there were enough places to go, I think you'd probably feel a little less claustrophobic about not being able to use the current areas without that one skill.
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Post by StabbingNirvana on Nov 5, 2020 21:24:56 GMT -5
As someone who has been executed, and raised, I agree some more could be done with this. To expand upon the original post here are my thoughts. 1: When executed there should be a minimum of 30 days of non-play (or non-public play). DM events of your resurrection / escape are an exception. 2: Players and DMs should work out time to RP if in prison that is no more than once a week unless agreed upon otherwise. 3: Encourage friends / player group members / guild members to participate if there is a way for them to find the body for resurrection. This allows the player of the dead character to participate as an alt of that group to help find their dead character's body. You could even flex your build muscles using the corpse inventory item (bodies are heavy afterall), make a horse drawn cart where the cart is a clickable container like a chest, and many other possibilities. Getting a chance to use items adds to the immersion which is a benefit for us all. 4: Have the character that was executed meet their god. Were they wrongly accused? Are they viewed as a failure, and have a chance to redeem themselves? This might be a good way to go is a player is asking for a rebuild at the same time. They can be taken through an event / several events on their deity's plane in order to return. Time / effort should be understood ahead of time of course. This would also be a good time to tie in a rebuild request from the player if they so choose. Part of the reason the drumhead trial system currently in places simply does not work is it leads to a lot of drama, and there's nothing left for the player to do afterwards (or it would appear that way unless they are given a tell OOCly before anything happens which ruins it). Providing some of these things will give more to the character's story, and leave the decision on what happens to their character solely in the hands of the player. Thoughts? Being an outlaw isn't supposed to be a desirable way to play the game. The God-honest truth is that until the Zoroastryl plot, it was used as a work around for the server having the long standing "no permakill" rule. If you read the rules regarding outlaw, it had 0 positive aspects to it unless you consider changing your name to Dove and any of those highly restrictive (unless you own a hood or helmet) features of the rule to be beneficial for your RP. Becoming an outlaw requires you to have actively engaged in some of the worst crimes and getting caught doing it. The stuff being proposed here incentivizes becoming an outlaw which isn't supposed to be a status you're supposed to take pleasure in. The option for redemption is already in place. Carek, Vindel, and Aein were offered paths of redemption. For whatever reason they were unable to fulfill the criteria and so, redemption was denied. Trying to offer redemption though to Aris, Darius, Netharmirth, Abii, and Shiv would be very hard sells considering they've all been in jail and executed for multiple murder sprees over long periods of time. You don't just get jailed, executed, returned from execution, jailed again, executed again, returned from execution again, jailed again, executed again, returned from execution, outlawed then get a chance at redemption.
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Post by malclave on Nov 5, 2020 21:30:12 GMT -5
Then those characters would still have the option of adventuring in the desert for the duration of their banishment. I'm not proposing this as a replacement for any existing sentencing options, just as another option. So players who have made a choice where there character doesn't have access to the Disguise skill (or any reasonable facsimile thereof) are now restricted to where they can play if they become an outlaw? Seriously? This has to just be bad comedy, right? Not every player knows going in that if they choose to become a villain all that it entails. "Oh oops I have to work in this class so I can properly RP a villain even though this class doesn't really fit how I envisioned my character" is such a bad take. Let's not go there, ok? I'm not sure where you're getting that from. Maybe I should have been more explicit... when I say "banish", I don't necessarily mean permanently. Maybe it's a week, maybe it's 60 or 90 days, it would be up to the DM passing sentence. Also, the NPC passing judgment would have to have jurisdiction throughout Cormyr. It's not something Sir Callen could do. If a character is banished and wants to sneak back in before his time is up, there are options. The Bluff skill (for disguise) can be used untrained (and even taken cross-class). A DM could run a short event for the character for him to get into the country, especially if he has friends to help. Heck, do the reentry "off camera" and just go wherever you want from the Welcome Room, RPing that you crossed somewhere in the wilderness. Edit... I'm really seeing banishment as an alternative to jail time here. If the character wants to actively play as an outlaw, then nothing much changes... the banishment is RP, and should not restrict where the character can go at an OOC level. On the other hand, if the character just wants to "do his time" this would let him continue to play in some areas, rather than the player just logging in and RP sitting in jail.
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Post by Southpaw on Nov 5, 2020 22:25:39 GMT -5
Being an outlaw isn't supposed to be a desirable way to play the game. The God-honest truth is that until the Zoroastryl plot, it was used as a work around for the server having the long standing "no permakill" rule. If you read the rules regarding outlaw, it had 0 positive aspects to it unless you consider changing your name to Dove and any of those highly restrictive (unless you own a hood or helmet) features of the rule to be beneficial for your RP. Becoming an outlaw requires you to have actively engaged in some of the worst crimes and getting caught doing it. The stuff being proposed here incentivizes becoming an outlaw which isn't supposed to be a status you're supposed to take pleasure in. I would differ from this on the basis of keeping IC separate from OOC. Breaking an IC law isn't a breakage of OOC server rules. If people want to play outlaws, God bless them. If you want engaging stories between characters, there needs to be conflict. DM's can only provide so much conflict for PC's to engage in because there's only so many of them and only so many hours in a day. IC, outlaws are jerks. OOC, villainous PC's can provide endless hours of enjoyment for adventurers to heroically chase around. I wouldn't mind at all if it were incentivized OOC to the player.
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Post by Lady Frost on Nov 5, 2020 22:26:43 GMT -5
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Post by Southpaw on Nov 5, 2020 22:33:26 GMT -5
^^ Lady Frost, I'm going to go searching through the cupboards in my house to see if you're spying on me somewhere. This is at least the third time in a month I've either posted something on the builder's board that you can't see anymore, sent someone a PM, or talked about something with someone in game, only to have you post a comment on a forum thread on the exact same text within a couple of hours. In this case, I think it's been about 90 minutes since Darkharp recommended that exact source to me on another subject.
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