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Post by hnefi on Jan 30, 2009 9:37:42 GMT -5
Needs to stay that way otherwise things will get REALLY whacked (pun intended) on this server. In what way? Do note that no one seems to argue for forced permadeath after PvP, only after events such as trials held after catching someone who has committed several serious offenses - at least.
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Post by Erulaan D'Anhoor on Jan 30, 2009 10:09:41 GMT -5
Define serious offense.
What is the burden of proof?
who is the judge?
who sets the penalty?
Do you want to be in charge of a judicial system for a game?
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Post by adzling on Jan 30, 2009 10:10:38 GMT -5
*sighs*
there are ways to implement baseline assassination rules that do not enforce permadeath but do enforce consequences.
namely that the person who is killed is removed from the RP thread that the assassin wished him removed from.
this removal from the thread allows the killed person to go about their life and RP as normal with the exclusion of interacting with the RP thread they were removed from.
as far as perma-death goes there are ways to make it work: 1). apply it only to epics 2). give the epic something like 10 lives (or 1 life per level) 3). perhaps allow them to accumulate a small number of bonus lives or replenish their lost stock of lives through quests for the gods. 4). once their epic lives are used up they die.
the nice thing about a perma-death system like this is that it creates an inherent story-arc for every epic, making their life and RP more meaningful while retaining the ability of everyone pre-epic to make it into epic levels safely.
however perma-death is almost universally reviled on PWs because no one is willing to commit to the chance that their beloved toon will ever die.
personally i think it would make the RP atmosphere and the risk you take in epic all that more "epic".
however the assassination thing can be resolved, there are some good points brought up re: assassination in the sshamath thread but if my suggestion above is tweaked it could be implemented so that assassination actually had IC consequences without perma-death.
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Post by hnefi on Jan 30, 2009 10:17:39 GMT -5
Well, personally I'd say several murders would be required for capital punishment. Might be different in different cities and such though. It would be up to whoever dictates the rules in that city. Pretty high, of course, otherwise there would be no point in having a trial. Since trials would pretty much always be held during/after events with DM involvement, things such as material evidence could be determined by rolls/the DM; similarily, mages or clerics could use divination magic to obtain evidence. Then there's witnesses. Really, evidence is usually not a problem; I've been involved in several trials on another server, and it was all pretty smooth. I'd suggest that judges would be DM-controlled NPC's, but I suppose a PC might be appointed judge as well if they fit the requirements. The judge, obviously. Sure, why not? But we already have people in charge of the judicial system(s) on the server: the DM's. Unless a city is controlled by PC's, the DM's would have to dictate the laws. Really, the laws required in a game such as this are usually not very complex, and certainly not unheard of on PW's in general.
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Post by ghostlyrose on Jan 30, 2009 12:40:51 GMT -5
what about from the other point of view? If I kill someone how do I act towards that person when I see them again? ignore them for the rest of my days? Gets boring real quick if you have to ignore half of the players.
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Post by adzling on Jan 30, 2009 12:54:25 GMT -5
should be a time limit on it
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Post by CartMid on Jan 30, 2009 13:54:25 GMT -5
what about from the other point of view? If I kill someone how do I act towards that person when I see them again? ignore them for the rest of my days? Gets boring real quick if you have to ignore half of the players. Yeah that's another problem I'm having... I used to party with my target but now I think it won't work since i think that he is dead
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Post by borton on Jan 30, 2009 14:01:25 GMT -5
I put my 2 bits in here i suggest once the persons been assassinated pp or pvp they cant reengage the person for an for a week or so if they do it follows under the harassment rules
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Post by DM Sir Carnifex on Jan 30, 2009 14:03:12 GMT -5
Here is a way I regard things at times:
Any member of the Fist who gets assassinated turns into a generic one. The same would go for other members of organizations (providing they are not really important members that bear mentioning).
Also, for this reason, when I do executions from now on, if the person really does die in the execution (does not escape) then I will do it without mentioning names. XP and gold penalties may apply, however.
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Post by adzling on Jan 30, 2009 14:27:16 GMT -5
good stuff borton, would be nice to see that as a baseline for assassinations.....
i will not anger Carn!!!
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Post by DM bolverkin on Jan 30, 2009 14:46:40 GMT -5
Death... only the beginning...
- Alive - Assasination - Death - Ressurection/rebirth
Somewhere in there could be a token for the successful assasination of a character. (the aforementioned head with name) If the PC that got assasinated woke up in it's respective temple and stayed there for a couple of days (or even got locked from leaving the fugue plane) Or to be turned into a skelly/zombie/shadow on the fugue plane for ... hrs/days?
After all it is still the PC who has to RP his own death at the hands of an "unknown" assassin. SO insead of just giving the two options "return to the living / wait to be ressurected" there could be an honest choice in "I got assassinated and need to stay dead for a while"... There is probably no good way to tell if death was by another player or a mob-spawn.
Just brainstorming here...
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Post by DM Sir Carnifex on Jan 30, 2009 15:03:46 GMT -5
After all it is still the PC who has to RP his own death at the hands of an "unknown" assassin. SO insead of just giving the two options "return to the living / wait to be ressurected" there could be an honest choice in "I got assassinated and need to stay dead for a while"... There is probably no good way to tell if death was by another player or a mob-spawn. I could name a couple big problems with this method. First, people probably wouldn't click often times. Second, people who do not mean to click it might accidentally do so. Now THAT would raise an uproar.
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thegnomeherder
Senior Member
Bhaal, the Lord of Gettin' sum
Posts: 356
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Post by thegnomeherder on Jan 30, 2009 15:12:52 GMT -5
I still find that Good players suffer a lot less than evil doers.
If I'm evil and I kill a buncha goodies they get back up and are in the next fight to take me down. Once I'm taken down I get the hose.
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Post by DM Sir Carnifex on Jan 30, 2009 15:24:53 GMT -5
I still find that Good players suffer a lot less than evil doers. If I'm evil and I kill a buncha goodies they get back up and are in the next fight to take me down. Once I'm taken down I get the hose. However, I notice that good PCs get killed a lot more. They'd be being punished all the time.
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Post by broham2 on Jan 30, 2009 15:53:56 GMT -5
I wouldnt mind the 'kill me once and leave me alone for a week' rule, but if you are a member of an RP guild I think you should expect there to be a chance to be killed all the time.. with no week in between.
If I kill a Fist, a Weave Master, or whatever... I don't care if they RP that I killed Joe Schmo the I dont know.. as long as that has to go both ways. They can get up (after I leave the vicinity) and go on their way, but your character then has no recollection or knowledge of anything happening. A random Fist was killed, not your character.
This only works with random guild on guild killings really, and certainly not for plot-motivated killings.
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