PvP has always been that way, but Karma's a bitch.PvP then becomes final and allows much to easy griefing and favors whoever launches the first strike.
You'll find in systems like the ones I described that PvP is altogether much more rare and, when it happens, much more epic. Yes, there are people who cannot handle a character and their story coming to an end, but for a realistic resolution to conflict, it is superior. PvP doesn't always have to be final, either. And the servers I saw this on also had a "subdual mode" for non-death PvPing, which was the default damage mode upon log-in. For the story it is a good thing, when you are in a group of other good role-players. (And that is the goal, after all.) Compare ending 1,I definitely would not have gone that way as I tend to invest in one major character, and losing that character would, in effect, drive me from Dasaria. ESPECIALLY if applied retroactively.
"And then the villain tried to stab the paladin in the back after a few minutes of plotting against him, but the paladin turned around and chopped off his head. So the villain respawned and was like "omg I get u next time" and ran away."
to
"And then the villain tried to stab the paladin in the back after weeks of plotting against him, but the paladin turned around and chopped off his head. The villainous villain never robbed people again, and for the rest of his life, the paladin was known as Arthur the Villain-Chopper."
It's entirely possible, we're not asking the DMs to obey these rules but the players. PvP is already logged, just add the location. And don't attack someone right next to a guard as if he were a dumb, brainless NPC, even if you know he is. If you absolutely must, do it when a DM is around. Seriously, who kills people in front of the cops? Just completely ignoring NPC guards is horribly OOC, I'm sorry.[No PvP in front of guards except with DM supervision] is simply not feasible. Our DMs are already stretched thin, and having to have them around to police PvP is not something they like to handle. I know it adds a layer of realism, but logistically speaking, it's next to impossible to ask that of them.
Creativity in builds is unrelated to creativity in roleplay (but it is an important component in powergaming.) As such, the rule (which can be easily enforced by scripts) creates rewards for good roleplayers by letting them be approved for PrCs. It's not mandatory, but is just another piece in a puzzle, and also puts the "prestige" back in "prestige class." Again, the question is what changes can be made to encourage roleplayers here, and the simplest answer is "reward pro-active roleplayers." This implies on some level you have to give them things non-roleplayers will not get.I understand the desire for this, [restricting access to PrCs] but again, I disagree. It adds another layer of difficulty onto managing for the DMs, and also makes it so that people can't build their characters as they want. [...] it weakens creativity in builds and drives off people who are more interested in just playing for fun and building as they see fit. We're not an elite RP server, we've always been open to all types of play-styles, and enforcing a single type of playstyle goes against everything Dasaria has done for years.
I'm not really as familiar with the server lore as I'd like to be, but perhaps a small reward would be good for those clerics who roleplay and submit material OOCly.As to wanting to see more dogmas, WRITE THEM and SUBMIT THEM to the DMs.
Achieving something in a hard environment is much more rewarding than in a soft environment. It's that principle at work. I don't think it's a major point, but it can enhance a story. Contrast "Success! I achieved X, a unique accomplishment!" to "Success! I achieved X, ...which everyone else also has because it's just a matter of time, and easy." All in all, I don't think this is a "sticking point," but it's another piece of the puzzle.Keeping things artificially hard doesn't encourage RP, it just makes things hard.
Similar to restricting PrCs, it's more of a matter of how to "create" rewards for players (or not). A horribly min-maxed, optimized 6 cha half-orc should throw a flag up for DMs seeking out people to interact with and potentially reward. It's a flag that says, "this player might care more about winning than the story." If the half-orc in question role-plays his low cha/int well and to his character's detriment, that's another matter entirely. I'm not saying they should check the database for everyone with 6 charisma or whatever.I have no desire to see the DMs disqualifying and discriminating against people based on their builds.
I understand, I was just pointing out the various things I've noticed on excellent RP servers. So that doesn't really change the suggestion, it just adds the footnote to many of the suggestions, "Dasaria may need more active DMs."[DM spice] is always fun when it happens. Again, this ties back to our DMs being stretched thin. When they have the time to do so, great, but we gotta remember that they're people too, with lives and responsibilities.
Maybe new people don't even know players are in factions? Not that I've been here long, but I've yet to see a single person IG advertising their established faction or trying to involve my characters in their established factions somehow. I'd be very interested in it if that happened, assuming it makes sense for my character. (One of them is somewhat involved in a newly starting faction. Why? Because they approached him, RPed about it and hired him for some tasks.) I'm not arguing with you, I'm just saying factions are so important... so maybe on Dasaria, DMs need to kinda kick-start the factions up somehow?There are factions for EVERYONE here, trust me, all with varying degrees of influence and power. The problem is right now many folks are not interested in joining pre-existing factions, they're interested in their own factions and plots. This is especially frustrating to those of us in faction who are involved in the main plots of the server, because it appears to us that people are more interested in doing their own thing than in Dasaria in general.
What makes players in major political roles that unlikely? Anyway, it was just one example. The point is, why do you want recruits for your faction? Why do they want to join? What advantages will it give them, that they'd want to join? (Political power? Prestige? Some neat items with abilities? Being able to beat down people in the streets for littering? Etc.)Due to the nature of the setting, players in major political roles in unlikely. There is a major guard faction on the server (the Fleet), which is inactive due to a sudden spurt of inactivity on their player's parts. Further, there is an Imperial Knight faction (the Argentum Vigilo) which is treated as part of the Imperial military and answers directly to the Crown Prince of the Varanite Empire. There's also the Church of Lochwar faction, which is also very political, being the favorite church of the Empire. A lot of it's in place, but people don't know/care about it.
Sounds good.That is how major plots are already handled. The last major plot run by the DMs involved trying to save the Crown Prince's life. The DMs put a lot of the pieces in place and then let the players in the various factions handle it as they would. The Prince was eventually saved, but there was a lot of politicking, in-fighting and epic fights along the way (and the attitudes and desires expressed there are probably what led to the schism of the Argentum Vigilo into the AV and Daybreak). So this stuff is here, it's just been put on holdish for some reason...





