Post by kalbaern on Oct 16, 2009 10:43:31 GMT -5
It seems some still don't understand certain rules and systems we employ here and why. so I'll try and explain some abit more clearly.
Firstly, players need to remember that when they are in an urban setting, the NPCs they "see" IG are there for flavor and not a scaled representation of the total number in each town. There's just no way we could spawn the 20-100 NPCs likely to be in Orlbar alone during most hours without shuddering game stopping lag afterall.
So, for most towns we spawn in it's residents and other characters often with random appearances and names in hopes of helping with that crowded feel better. This is also why we constantly tell players that a DM is required to oversee events in these areas.
DMs aren't here to tell you what your PC can or cannot do or attempt. They are here to enforce the outcome of your actions. Most NPCs also have "enforcer" scripts as well. This is to prevent some random "asshatt" from logging in and ruining the game for others.
If you attack most NPCs here ... killing them ports you to our jail with an automatic 5k loss in XP and half your wealth up to 50k in gp. frsavagefrontier.proboards.com/index.cgi?board=rules&action=display&thread=95 If you're lucky, they'll merely kill you and you can respawn with the normal penalties applied. If an NPC is being possessed by a DM though, there is no penalty by default.
This past spring we had a player who's character cast "ray of frost" several times against one of his/her IG travelling companions in the center of Orlbar. They did not see how this should be an issue IG though. They complained ceaselessly when "Mord" merely expelled them from the town permanently. It doesn't often matter what the intention is when a PC does something. Players need to consider also how their actions are viewed. Casting any "harmful" effect infront of witnesses is never a good idea. This same player was there after caught back in Orlbar after being told they needed a DM present if they wished to attempt to ever return. This was for the simple fact that it's metagaming for a player to decide if they are or are not recognised or caught. DMs aren't out to see "you" fail. We merely wish to enforce a "fair" outcome.
The NPCs in our start town of Orlbar mainly "scowl" or "sneer" or chatise you for "waving" weapons in their faces. Whether it's RL or a fantasy game, it amazes me at times that players simply don't understand that waving a weapon around as you speak with someone is viewed as a threat. Try holding a bowie knife in your hand as you pay for your groceries in RL sometime and tell me I'm wrong then The same reactions would apply to most any medieval or fantasy setting as well. In our start town, "Mord" will tell you to stow the weapon .... merchants will sneer and overcharge you for your arrogance and threats ... the Mayor there will simple see it as a threat on his life and respond accordingly.
We've had a few players now find out the hard way that talking to a "shady character" in a certain back alley of a less than welcoming town is also percieved as a threat if you are armed. Yes, I know we all forget to unequip weapons at times. That's why the NPC reactions "scale up" here. The first few NPCs players meet with their PCs are often very forgiving, but by the time you're dealing with the mayor or travelling to other towns the lesson should have stuck. While our scripts can make it a harsh lesson, I'd don't think anyone has yet needed a second "lesson" from NPCs here.
This all brings me to last night when a PC cast "scare" on that little brat "Timo" in Orlbar. Since they were low level, the effect quickly wore off and Timo was pissed and attacked them. In the ensuing battle Timo was killed, which invoked our "auto penalty". even though I was present as a DM ... I was not notified beforehand and events transpired too quickly to prevent the outcome. I was in the toolset working as usual, heard the combat music ... and by the time I could switch screens to see what was occuring the deed was done. I fully understood that the player meant no harm and thought it would simply be funny to see the little brat sent off with wet pants. Unfortunately we've no control over what spell effects the game engine sees as harmful or not. Any non buffing or healing spell that affects a NPC is going to be treated as hostile. So had this player bothered to inform DMs and wait for a response they could of had enhanced RP and not the poor outcome they experienced. If players won't bother to get DMs involved or wait for one to be on, then they'll simply be subjected to the scripted outcomes.
On a last note. I've had TELLS and PMs from players here "saying" they've left traps somewhere or defaced a public place or temple. I'm sorry, but if a DM did not at least witness the occurance ... it never occured here. It's plain and simple "God Modding" for a player to tell us the outcome. Walking into the Zhentarim Camp and trapping it and then letting us know afterward is simply B.S. and an abuse of game mechanics. Having a DM monitor such things just makes the outcome fair. Saddly I think most players in general fear that a DM will just "make them fail". Well, that's not what a DM does ... not here at least. Our role is to simply ensure a fair outcome. If you're doing something "bad" then we just want to observe and give the NPCs a fair chance to react. All a DM needs to do is inhabit a NPC and then they can only "see and hear" what that NPC normally would. So you needn't fear that the DM is scewing "rolls". You'll be spotted or not based on the NPCs actual abilities.
Feel free to comment here if you wish, but just know that our automatic penalties and scripts are to protect "you" our players from random "asshats" and not restrict your PC's actions and choices. We place no restrictions on those, so long as whatever the outcome "you" are willing to abide the consequences of your own choices whether good or ill here.
Firstly, players need to remember that when they are in an urban setting, the NPCs they "see" IG are there for flavor and not a scaled representation of the total number in each town. There's just no way we could spawn the 20-100 NPCs likely to be in Orlbar alone during most hours without shuddering game stopping lag afterall.
So, for most towns we spawn in it's residents and other characters often with random appearances and names in hopes of helping with that crowded feel better. This is also why we constantly tell players that a DM is required to oversee events in these areas.
DMs aren't here to tell you what your PC can or cannot do or attempt. They are here to enforce the outcome of your actions. Most NPCs also have "enforcer" scripts as well. This is to prevent some random "asshatt" from logging in and ruining the game for others.
If you attack most NPCs here ... killing them ports you to our jail with an automatic 5k loss in XP and half your wealth up to 50k in gp. frsavagefrontier.proboards.com/index.cgi?board=rules&action=display&thread=95 If you're lucky, they'll merely kill you and you can respawn with the normal penalties applied. If an NPC is being possessed by a DM though, there is no penalty by default.
This past spring we had a player who's character cast "ray of frost" several times against one of his/her IG travelling companions in the center of Orlbar. They did not see how this should be an issue IG though. They complained ceaselessly when "Mord" merely expelled them from the town permanently. It doesn't often matter what the intention is when a PC does something. Players need to consider also how their actions are viewed. Casting any "harmful" effect infront of witnesses is never a good idea. This same player was there after caught back in Orlbar after being told they needed a DM present if they wished to attempt to ever return. This was for the simple fact that it's metagaming for a player to decide if they are or are not recognised or caught. DMs aren't out to see "you" fail. We merely wish to enforce a "fair" outcome.
The NPCs in our start town of Orlbar mainly "scowl" or "sneer" or chatise you for "waving" weapons in their faces. Whether it's RL or a fantasy game, it amazes me at times that players simply don't understand that waving a weapon around as you speak with someone is viewed as a threat. Try holding a bowie knife in your hand as you pay for your groceries in RL sometime and tell me I'm wrong then The same reactions would apply to most any medieval or fantasy setting as well. In our start town, "Mord" will tell you to stow the weapon .... merchants will sneer and overcharge you for your arrogance and threats ... the Mayor there will simple see it as a threat on his life and respond accordingly.
We've had a few players now find out the hard way that talking to a "shady character" in a certain back alley of a less than welcoming town is also percieved as a threat if you are armed. Yes, I know we all forget to unequip weapons at times. That's why the NPC reactions "scale up" here. The first few NPCs players meet with their PCs are often very forgiving, but by the time you're dealing with the mayor or travelling to other towns the lesson should have stuck. While our scripts can make it a harsh lesson, I'd don't think anyone has yet needed a second "lesson" from NPCs here.
This all brings me to last night when a PC cast "scare" on that little brat "Timo" in Orlbar. Since they were low level, the effect quickly wore off and Timo was pissed and attacked them. In the ensuing battle Timo was killed, which invoked our "auto penalty". even though I was present as a DM ... I was not notified beforehand and events transpired too quickly to prevent the outcome. I was in the toolset working as usual, heard the combat music ... and by the time I could switch screens to see what was occuring the deed was done. I fully understood that the player meant no harm and thought it would simply be funny to see the little brat sent off with wet pants. Unfortunately we've no control over what spell effects the game engine sees as harmful or not. Any non buffing or healing spell that affects a NPC is going to be treated as hostile. So had this player bothered to inform DMs and wait for a response they could of had enhanced RP and not the poor outcome they experienced. If players won't bother to get DMs involved or wait for one to be on, then they'll simply be subjected to the scripted outcomes.
On a last note. I've had TELLS and PMs from players here "saying" they've left traps somewhere or defaced a public place or temple. I'm sorry, but if a DM did not at least witness the occurance ... it never occured here. It's plain and simple "God Modding" for a player to tell us the outcome. Walking into the Zhentarim Camp and trapping it and then letting us know afterward is simply B.S. and an abuse of game mechanics. Having a DM monitor such things just makes the outcome fair. Saddly I think most players in general fear that a DM will just "make them fail". Well, that's not what a DM does ... not here at least. Our role is to simply ensure a fair outcome. If you're doing something "bad" then we just want to observe and give the NPCs a fair chance to react. All a DM needs to do is inhabit a NPC and then they can only "see and hear" what that NPC normally would. So you needn't fear that the DM is scewing "rolls". You'll be spotted or not based on the NPCs actual abilities.
Feel free to comment here if you wish, but just know that our automatic penalties and scripts are to protect "you" our players from random "asshats" and not restrict your PC's actions and choices. We place no restrictions on those, so long as whatever the outcome "you" are willing to abide the consequences of your own choices whether good or ill here.