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[Proposal] New Guidelines Involving Stealing


Knightangale
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I know I haven't been here long but, I have been looking around the server for quite awhile and have noticed ALOT of signs- specifcally, signs on chests.

 

So? Why does this matter?

 

Now, I know it takes alot for one to apply to be able to steal things but does petty robbery mean much if you lose your materials with no way of ever getting them back? This goes doubly in areas that would be guarded such as forts, castles, or towns.

 

The Problem

 

The whole point behind theft and villany in general is to create RP for those around them on the server by providing conflict. Leaving a sign that some things are missing from the chest is not creating much RP if any at all. Simply, the 'bandit' is just taking your materials because he needs them for his own. The 'bandit' does not care about your character or creating a story, he/she just wants stuff (which is true in the real world but not here).

 

So, you just lost your stuff. Now what? Oh yes, nothing at all. You have no way of retrieving it or following it. The whole story is, you lost your stuff. That seems a bit against the point of villany on this server.

 

So? How do we solve this problem?

 

The Bandit's Trail Rule

 

What is it?

 

Basically, a thief must chat, ensuring someone is around, so that there is a chance of witness.

 

How does this work mechanically?

 

By checking in Local Out of Character, a thief can make sure there is someone in a 32 block radius that has a chance to bear wittness to his crime. That way, there is both a chance of him getting caught. The thief should (but is not required to) leave a clue of some sort with a sign, giving the victim some chance of finding him/her. For example:

 

'   Joey leaves a sign after stealing from a house outside detailing that a boot is caught in mud and that someone clearly made a hurry out   '

 

Now someone can look for someone with only one matching boot on or ask a local cobbler who bought boots recently.

 

Clearly, someone can follow the trail and do some RP with this, or if no clue is left, someone could have at least heard or saw something suspicious.

 

For bigger jobs, you could take it a step further and make a forum post so that someone may follow up easier. Bigger loot = Bigger chance of getting caught = more RP

 

What if it is a roadside shack with no one around?

 

Classic rules still apply, just leave a sign, or you could leave a clue, like mentioned above. Chances are no one would see this anyway.

 

Also, this encourages people who live isolated to migrate into towns.

More people condensed = more RP

 

Don't GM's already check for theft from chests?

 

They check for locked chests only, unlocked chests were always fair game. Plus, this adds a little more automation to the system so they do not have to check every single petty theft.

 

FEEDBACK WOULD BE APPRECIATED :D

 

TL;DR

Keep people from stealing with little to no RP by forcing them to check for people in the area and, if they wish, to leave a clue.

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They check for locked chests and unlocked chest equally. There are rules regarding stealing and it's their job to make sure and enforce the 20% rule.

If you don't want your items stolen, protect them more. Hide your chests behind a wall or under the floor.

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They check for locked chests and unlocked chest equally. There are rules regarding stealing and it's their job to make sure and enforce the 20% rule.

If you don't want your items stolen, protect them more. Hide your chests behind a wall or under the floor.

Personally it has not happened to me, but I just walked into a castle with gates and enomorous wall and there were chests with signs that they have been looted. That seems very unrealistic that someone simply stole so much and walked out.

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The issue with this system is that anyone who loses their items would most likely hunt down the thief and kill him through meta-gaming. There is a reason when people RP'ly grief, GM's do not give out names. It leads to aggressive meta-gaming. However, if your character has items stolen from them, are you RP'ing it at all? No. You just want your items back. Otherwise you would go out to the bar, have a hissy fit, punch your wife, cry and then go get more items IC'ly. Nothing is stopping you from doing that, or roleplaying any form of anger, which actually will develop your story. 

 

TL;DR - This system just encourages meta-gaming. You can RP without knowing who stole your items. 

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The issue with this system is that anyone who loses their items would most likely hunt down the thief and kill him through meta-gaming. There is a reason when people RP'ly grief, GM's do not give out names. It leads to aggressive meta-gaming. However, if your character has items stolen from them, are you RP'ing it at all? No. You just want your items back. Otherwise you would go out to the bar, have a hissy fit, punch your wife, cry and then go get more items IC'ly. Nothing is stopping you from doing that, or roleplaying any form of anger, which actually will develop your story. 

 

TL;DR - This system just encourages meta-gaming. You can RP without knowing who stole your items. 

 

As the above said. While I would LIKE to see such a system in place, it would likely be heavily meta-gamed.

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There is truth in that, yes. Perhaps it is for the best that it stays as is. It is like replacing one problem with another. I guess it would be unnecessary for a rule because people will violate this one just as much as the last one.

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There is a reason why we do not tell people who stole the items. Besides, the only way to steal from locked chests now is through a raid, which usually consists of three guys in full armour all emoting to try and break down the lock. Even though the system we have now could be argued as flawed, I believe that it does what it's meant to do and shouldn't be changed until, say a proper plugin for stealing is made. (Not suggesting that a plugin is being made, just a note.)

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