This is generally common sense stuff but I’d like to raise a few points and some concerns:
- “The frequent example that we run into is if your character stops and frisks someone on the road—then following up by killing them would murder any chance for genuine character development. You will have to be creative in the way you promote the story if you don’t let their character go. Otherwise you are simply taking the easy and uncreative way out of the situation.“ This seems to suggest that the give has to be directly to who you are taking from whereas this indicates otherwise “For example: take thievery and stealing property. You can leave behind some mud tracks and maybe a personal handkerchief with an emblem. Maybe a sign detailing broken glass? The point is, there is always the option to create a rich story. Perhaps your character is the handkerchief-thief who always leaves one behind? Maybe your character always carries one such handkerchief hanging off their breast pocket… and one day they are recognized?!“ Perhaps some clarification about who the give needs to be directed towards would help to clarify this.
- “This is primarily because they feel that there is a disconnect between Roleplay and PvP. While this can be the case, it doesn’t have to!“ You’re out of your mind if you are trying to say that there isn’t a total schism between what makes sense in roleplay and the results of PVP. If DPM plays a 4 year old halfling who is crippled and blind he could come out on top of the conflict against even the Rex of Krugmar, when PVP happens it places the fate of the played character into the abilities of the player rather than having such be reserved for the character to defend. So unless your point is that the Rex, in the previous example, should just be entirely willing to make a joke of his character in order to abide by the results of PVP and have it translate into RP then your logic isn’t consistent.
- “Something that happens in many PvP fights is that one side gets bored waiting for another to push out of their castle, or simply just want to taunt their enemies. Groups turn to shouting or emoting trolly things just to get the other groups goat. This has taken the form of people mass-emoting ‘*just vibes.’ or shouting thinly-veiled OOC memes or insults “IRPly”. This type of behavior is unacceptable, and will earn you a timeout ban or worse. A good policy to adopt is that once the PvP starts, keep the RP to a minimum or stop it completely until the battle is over.“ So now, going off of my previous point, you’re having the player assume the combat role in place of the character and the player is likely just waiting outside of a gate or hiding behind a tree. This is boring, people want to goad their enemies and as previously established it is the player that is in control of the moment rather than the character; this is the reason why you see this behavior and the kind of change you’ll be creating won’t eliminate the toxicity. Rather all you will see is the distasteful flaming and toxicity be translated into the character’s speech or patterns of behavior, likely this will actually lead to such toxic behavior outside of these conflict scenarios. You will have made the character to be just as toxic as the player was in that moment.
- Finally I’d just like to see some kind of way to avoid Mod abuse in these situations or at least some given way to stave off the bias of some staff who may be dealing with these reports. There’s a lot of discretion left for the mods to determine what RP is acceptable and I can absolutely foresee abuse that could easily be curtailed.