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  1. THIS IS A SERIOUS POST!!! So First. The people that are joking about my name will be also exterminated if they will not apologize and be loyal to the army of the Milko-Hanseti-Ruska Empire that will form. I will make some things more clear for the Milkman Loyalists and thats some of them: 1 The Place of meeting will be in the desert near krugmar. 2 There shouldnt be a lot of killing during the assasination of the King Of Hanseti-Ruska if it isnt needed. 3 The Country will be secular so if you belive any god you will be fine. 4 The elves and mages who will be loyal to the Country will be saved but they will used as a "Forced Soldiers". 5 The People can also become "The Recruiters" who will spread the word about the army of milkman If any Ruler of an Kingdom/Other Countries Wants to support the Milkmans army Message me At the Later hours The Power will go to My right hand Why Should i attack Hanseti-Ruska and not any other Country? You may ask yourself And the anwser is easy: Beacuse When i We to exterminate elves we need a power for it And the Best option for getting that power will be Hanseti-Ruska. When i will die The power of the country will be taken by The AbraxasReaper and There will be a Statue of me with my Grave at the legs of my statue (The satatue will be in capital) When i will take power In the 3 days People who want to emmigrate can do so! Lets make Aevos Great Again!
  2. Bonus Conduct - Out-of-Character Manipulation Introduction Welcome back again, okay okay. Forgive the shortage of these, with the War Claim and a host of other things I figured a brief break would be nice. Anyhow, this one is going to be a little short given the singular topic. There isn’t a great deal of stuff to cover, but I’ll do my best to be as concise and explain as much as I possibly can. Once again, I shall bold all the important parts so anyone reading who doesn’t want to read every last word can skim over the necessary parts. What is Manipulation? So, here we go again. Oh man. To manipulate, in this definition, is to “control or influence (a person or situation) cleverly or unscrupulously”. Manipulation is considered a negative thing to do, for good reason. To control someone or a scenario is generally seen as possessive, though it entirely depends. Manipulation can be used for good, and when it comes to roleplay, being manipulative is almost a necessity in politics. However, this can only be said for things that occur in character. Manipulating someone in character for their land, their money or their resources is entirely possible and oftentimes encouraged to provide and entertaining experience. Out-of-Character Manipulation Now let’s get to the point of the post. In-Character manipulation? That’s allowed. Manipulation Out-of-Character? That is not allowed. Manipulating a real life person for anything, not just for your own aspirations in character, is disallowed, against the rules and downright wrong. Anything in roleplay should and must stay specifically in character, and anything out of character should and must stay specifically out of character. If someone does something against you out of character, you are expected to take the necessary measures to ensure that person is punished for what they have done. By this, I mean reporting them to the appropriate member of authority. (AKA Server Staff, or in severe cases the police). It should not, however, leak into your character decisions. How about some examples: The Scenario Player A and Player B are having are not exactly the closest of friends. Player A and B are in a skype chat, and Player A isn’t particularly being the nicest of individuals. Player B calls A out on it, explaining their behaviour will not be tolerated and essentially sasses Player A out. Player A is upset with this, and because of that A starts to speak poorly about Player B in all kinds of chats. The scenario escalates so much so that Player A and Player B begin to rival one another Out-of-Character. Because of this, Player A decides that he wants to spite and attack Player B because of the scenarios occurring OOC. Player A then targets each of Player B’s characters, either wanting them killed or exiled, sent away to a location which will essentially make the character unplayable for Player B. The Problem This one is as simply as the others. Player A, despite the arguments and disputes with Player B, should not resort to leaking Out-of-Character into the In-Character world. This is not allowed, and essentially makes the entire situation and atmosphere unpleasant for everyone. Especially if Player A is of an influential position, and can cause sufficient damage to Player B. not only can this make Player B feel disinterested in playing their characters, it may also make them reluctant to create a character of the same type or even another character in general, out of fear of being targeted. This isn’t fair, for anyone involved. The Solution The solution here is simple. Do not leak anything Out-of-Character into In-Character. It is not allowed, and it isn’t fair for any parties involved. Simply put, the solution is to not let the two worlds cross. It causes problems, and not only can it lead to meta and powergaming, it causes disinterest and loss in motivation for anyone in the damage radius. If you are having problems with someone Out-of-Character, leave it out of character. If it reaches a point of problem, then report it to the appropriate people and allow them to handle it. Under no circumstances should people be afraid of role playing or creating new character out of fear of being targeted. Summary In brief? Don’t do it. It’s easy to want to punish someone or hurt someone because of Out-of-Character stuff, and no one will blame you for wanting to do that; however, it cannot actually happen. It’s not tolerated, in any means. As I have mentioned several times so far, it’s demotivating and inappropriate to target someone just for out of character means or measures. Never do this, never. You wouldn’t like it if it is done to you, so why should you do it to others? Limiting the Roleplay experience for someone simply because they’ve ticked you off Out-of-Character not only makes no sense In-Character, but it causes mass detriment to the server and roleplaying scene as a whole. But yep, all done. Cool stuff. Once again, questions, corrections. It’ll help us all. -Tahmas (Thomas) (Don’t be a nerd. Don’t be uninformed. Ask the questions. Do it.)
  3. Roleplay Conduct - Powergaming v Camaraderie Introduction Oh boy, okay okay. Third installment. Do you know how long these take to write? Long, and I’m in the middle of watching Macbeth, the 2015 version with Michael Fassbender. It is sweeeet. ANYHOW. Time to move on and actually get to the purpose of this post. Like the first, and second post, this will cover two different topics. It will explain the specifics of each, citing examples and doing a whole lot of talking. Once agaaain, I shall bold all the important parts and summarise in the final paragraph or two. I’ll do my best to cover the topics in as much detail while trying to retain as much of your attention as possible. As I have mentioned in previous topics, once again, many people tend to perceive Roleplay Conduct and Etiquette in a decisively opinionated and varied view from what is generally expected. Because of this, I am continuing to make these to hopefully inform the masses. As an aside, I’m going to break these into two different posts tonight cause there is a lot to cover. So, what is Powergaming? Here we go again. Time to break down the meaning of Powergaming to it’s core. So what does Powergaming literally mean? Well, “Powergaming is a style of interacting with games or game-like systems, particularly video games, boardgames, and role-playing games, with the aim of maximising progress towards a specific goal, to the exclusion of other considerations such as storytelling, atmosphere and camaraderie.” To me, that’s a pretty clear and solid explanation of what Powergaming is. In case you don't understand, I'll try and expand. What this means, is that Powergaming is an action where you take every possible action to reach a certain goal. This could be winning a fight, for instance. While this seems pretty standard and okay, it’s more-so often referred to as “being too powerful and strong so it’s unfair on others”. Powergaming is often used synonymously with God-Roleplay. So what can this include? Well, for one, buffing up your character so they’re increasingly intelligent or strong, so much so that any combatant they come across can hardly lay a finger on them. Having a skilled character is fun, and of course it makes sense for some characters to be more skilled and some things than others; however, when used to extreme levels, it can cause some characters to become not only dis-interested in roleplaying with you, but unmotivated in general to roleplay given the serious overpowered nature of some characters. As one can assume, this has a very negative effect on the server, and on everyone involved. Powergaming in Combat? To start, let’s get this clear. Combat does not actually work as it does in the movies. It doesn’t, as much as it sucks to hear it. For sword fighting, take a look at these two videos, here and here, and unarmed combat here. While in movies, combat is drawn out over the span of a couple of minutes, with each opponent getting closer and closer to victory. This really isn’t how it worked. Combat is quick, and is over in a matter of seconds. Even in hand to hand combat, the fight begins and seconds later it’s over. Let’s get some examples up in here: The scenario: Player A and Player B are squaring off to fight. Player A is somewhat capable with a blade, having served in a local militaristic order and having a form of martial upbringing. Player B is more or less the same, perhaps being a member of the same belligerent order. Player A engages Player B, and a fight commences. A decides to strike with a very offensive tactic, pushing Player B back with each blow. Although it would appear Player B is being bested, B pushes back A and deflects every incoming attack, choosing to take no hits for his character during the battle and eventually he uses a systematic and complicated maneuver to best Player A and win the duel. The problem: While Player A may have gone on the offensive and exhausted efforts, Player B effortlessly deflected every incoming attack. This isn’t exactly realistic. Why? Well, as stated above, combat doesn’t work that way. I’m not going to give a long lecture about how combat actually works, but what I will say is that deflecting every incoming attack and winning a duel that easily against someone the same skill level of you is incredibly unlikely. Plus, it isn’t entirely fun now is it? No one wants a character to be too overpowered, you limit your fun and everyone around you. That, and it limits character development. The solution: I like these example formats, they’re cuuute. Once again, apologies for getting sidetracked. So we’ve identified a problem here, so what’s the solution? Firstly, the best thing to do for everyone is to look at your character. Are they flawed? If so, good. IF not, why? Where is the fun in having no flaws? Secondly, take into consideration the fun you’re having, and the fun the other people are having. Imagine yourself in their shoes, would you enjoy this? No one likes to win all the time, and you need to lose to get better. Lastly, maybe do some research? I know reading and watching videos about combat isn't’ the most entertaining of things, but it’s all that can be done I suppose. Powergaming in Politics? Ahah. Okay, I can’t believe I’m writing this but yes. Powergaming in Politics is possible. Having a character that can outsmart the entire political system of an organisation alone isn’t proper, nor is it very fun. If you want to dismantle an organisation or an entire political system, go for it. If that’s what your character would do, of course. Although, look for help. Don’t do it alone. It makes no logical sense that a single person, without help, managed to cripple an entire organisation. What is Camaraderie? I seriously this isn’t actually a question anyone is actually asking, but I’ll take it’s rhetoric and answer it anyway. So, Camaraderie, by definition, is “mutual trust and friendship among people who spend a lot of time together.” Do we all spend a lot of time together? I’d say so. If you’re here reading this post, no doubt you’re actually commonly versed with the realms of minecraft and because of that, likely occupy your time with it quite often. Due to this, it’s no doubt you spend a fair amount of time with each and everyone on of us in one way or another. Simply put, we play this together and we enjoy it together, whether we all interact with one another or not. We’re all here to have fun, and it’s oftentimes, as mentioned in a previous post, that we all come here to have fun. Why is Camaraderie important to the Server, and each of us? For whatever reason we come to play, we’re all here for one underlying reason. Fun. And because of that, it’s sort of the duty of each of us to ensure that others are having fun. Would you like it if someone did something to compromise your fun on here? I’d wager that as a no, and I’m fairly certain that would be the answer of all of us. Because of this, we should take pre-emptive measures to ensure we don’t hurt other people's gameplay in the same way we’d hate it done to us. Extensive powergaming can do this, and it isn’t nice. If we’re not having fun, people leave the server. If people leave the server, the server loses player retention. If the server loses retention, it loses new traffic. If it loses traffic, it cannot draw in new players. Thus no more donations, thus no more people coming to enjoy themselves. It’s a vicious slope which would end in the Server being unable to sustain itself, and eventually needing to close down. So if you ever think that being mean to someone for no reason won’t ever come back to bite your backside, then you’re wrong. But hey, at the end of the day the choice is yours. People are banned and punished for the reason of protecting the players and keeping the server moving. Camaraderie just prevents that, and offers a more fun and enticing environment for not only new players, but yourself too. Summary Hi, what’s up, hello. Yes I wanted to keep this post ‘short’, there wasn’t much to cover and I’m going to assume that most people will understand what I’ve said. I have a lot to write up tonight so I tried to be as brief but informative as possible. If you have any questions, please please ask them, I can help and provide extra insight on things I’ve missed.. and no doubt I’ve missed things. Love you bye. -Tahmas (Thomas) (really, really. Ask questions, it’ll help you and I both, trust me, I’m a lawyerman. )
  4. Roleplay Conduct - MetaGaming v Convenience Introduction Greetings again,. I figured I’d pump these out consecutively to ensure no interest is lost when reading through them. Hopefully this one will retain the same kind of loose and lighthearted as the first post, so I’ll get right ahead to it. For this post, I’ll be covering the specifications regarding MetaGaming and it’s difference to Roleplay Convenience. I’ll go over the definitions and provide some examples. This post will be fairly extensive, so I’ll try to add a TL;DR at the bottom of each section I type up and I’ll bold some things as I go along to ensure that nothing is missed, and those with short attention spans receive the information necessary to understand the purpose of this post. As mentioned in the previous topic, many different people tend to hold differing opinions on Roleplay Conduct and Etiquette, and those differing opinions are what I hope to solve/unite. So what exactly is MetaGaming? Much alike my breakdown of conduct, I will now explain the fundamentals of MetaGaming. As per its definition, Roleplay is “a strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game. Another definition refers to the game universe outside of the game itself.” So what exactly does this mean? This means that your character is bound by a certain set of rules in regards to information and actions that that character currently knows. This can include information found Out-of-Character, certain skills which your character could not feasibly be aware of, or simply having information In-Character about something your character couldn’t possibly know. After communication with Server Staff and a host of players, it has been determined that whilst MetaGaming is technically a break in character, there can be some allowed exceptions to this rule. This will come under the convenience section. Instead, we defined MetaGaming as taking something which you couldn’t possibly know in an In-Character scenario which provides a negative impact on the scene. Examples of this are: The scenario: Player A tends to his family farm, having known no other life than the wheat he picks from the fields. A is about 15 years old, and works for his father. His Father wasn’t too interesting, he worked the farm like his father before him, and his father before him. They never really left the farm unless they needed to travel to the local village for supplies, never visiting any major city or interacting with anyone higher than that of a simple farmhand. Player B wanders along and asks Player A what the know a war which occurred 50 years ago. Because Player A, as a real life person, was present during this war that was played out, his character suddenly replies to Player B with intricate details in regards to the storyline of the war. The problem: Do you see a problem here? I hope so, because I do too. Player A’s 15 year old character has somehow accumulated knowledge on a war half a century past due to some strange symbiotic connection they have with the person playing the character. In reality, Player A’s character would shake his head and move on, as it is entirely likely that he wouldn’t even know who was fighting who in a war so distant in which his family played no part. The correction: Player A would feasibly know next to nothing of this conflict. “But what do I say, wouldn’t that limit conversational roleplay?” I hear you ask. Well, the answer is a mixture of both. Yes, it may limit the conversation to some extent. Okay, you know nothing of the war so you are unable to inform the person you’re speaking to about the things you may know Out-of-Character; however, as an opposition to this, you can continue and return the question to the person asking. Chances are, if they are asking about it, they know a thing or two about the scenario, and to continue the conversation and propel roleplay forward, you switch the focus of instigation to yourself. Have them tell you all about it. “And what if they don’t know either?” Then revel in that fact. You both know nothing of the war, so find something new to talk about. Or talk about how your character feels about being stuck on a farm, and being unable to learn all this information. How about another example? The scenario: Player A is raiding City 1 with a group of his friends, A.1, A.2 and A.3. They reach the settlement and find a large city, with many houses and many public buildings. They are looking forward to finding people to beat down and ravage for minas or valuables which they can later sell. Player B is in his house with his wife, B.1 and his son, B.2. This house is tucked away and near no public buildings. Player A’s sees the name tags of the three and walks straight up to that house. The A’s kick down the door and loot the house, beating the family and stealing their precious items. They then leave. The problem: City 1, as stated, was rather large with many houses and public buildings. Player A, even after seeing Player B and his family’s name tags, should not have walked straight towards that house. Player A’s character cannot see through walls, and name tags are not to be taken In-Character. “But Raiders could check every house and eventually find them!” I hear you cry; and you’re right. But not in the way you think. Player B, as stated, walked straight up to the house and kicked down the door, even though his character couldn’t have realistically known anyone inside. The correction: The correction to this is simple. Don’t think that because you can see their name tag, that you can take that In-Character. What should have occurred, was Player B and his group moving through the city to the public buildings and searching them for people. Upon realising no one was nearby, they would start on the houses. They’d start on those closest to the public buildings and work their way through the city, kicking down doors until they found someone. If at this point, after searching other houses and more likely buildings, they stumble across Player A and family, that’s completely fine and correct conduct. There is nothing wrong with this, as they searched each house for people and eventually found them. However, in contrast, it is very likely that Player A and family would hear the commotion outside and could use this as a chance to escape. In contradiction to that, the A group could only vacate when the raiders are close enough to the house that the sound of bursting doors would be heard, and not the moment they see names. Alright great, you just explained MetaGaming. So what about Convenience? This is where is gets somewhat tricky. It can often be said that Roleplay Convenience can be taken as partial Metagaming. It isn’t entirely different, and it isn’t too difficult to understand, however it must be noted there is a difference. While using information you have acquired Out-of-Character for negative purposes, such as spotting where someone is hiding, is called MetaGaming, using information you have acquired Out-of-Character for positive purposes and to better the entire roleplaying scenario is seen as Convenience and is often permitted to an extent. The tricky part of this is being able to determine whether using a piece of information you have garnered Out-of-Character will affect everyone in a neutral or positive way, and unfortunately no amount of writing will be able to teach you how to do that; however, what I can add, is that a general rule of thumb to adhere to is “If this was done towards me, how would I feel?” or “Does this interrupt the Roleplay experience in any way?” or lastly, “Is there any feasible way this could actually make sense In-Character?”. Once you have determined the answer to these three questions, you’re ready to start. Examples of how ‘MetaGaming’ can be used to enhance Roleplay are as follows: The scenario: Player A is roleplaying in City 1. Player A is lonely and is looking for people to roleplay with, so A contacts his Out-of-Character friend, Player B, in Private Message, or on any platform outside of roleplay, and asks them to come to City 1 to roleplay. Player B is in City 2, and technically has no reason at all to go to City 1 other than the Out-of-Character reasoning to entertain Player A. Player B ends up wandering over to City 1 to entertain Player A. The explanation: “Isn’t this technically MetaGaming?” You’re probably asking, and you’d be correct. Yes, it’s true, Player B had no reason whatsoever to go over to City 1 and entertain Player A other than Out-of-Character motives. But what was produced from this? Roleplay. The two likely had some fun and engaging conversational roleplay, which possibly escalated into some really interesting Character Development. The bottom line here is that Roleplay was provided. Good roleplay, roleplay that didn’t resort in anything necessarily negative coming from this. Player B didn’t gain an advantage from going to City 1, he didn’t manage to assert him/herself over Player A, he/her simply managed to provide enjoyment to both parties by doing so. How would the situation need to go for it to be MetaGaming?: Say for instance, Player A and his group, A.1, A.2 and A.3 are all beating down Player B in the middle of nowhere. Player B then messages Player C Out-of-Character and asks for help. Or maybe Player B hops onto Skype or Teamspeak and asks for assistance from his friends, D, E, F and G. They suddenly and miraculously appear out of nowhere and beat Player A and his group. While similar to the scenario above, this action is interpreted as MetaGaming as it is seen as a negative impact on one or all parties involved. In-Character reasoning: Alright, alright. I get the difference. MetaGaming provides a negative response, Convenience provides a positive one. So what could I use In-Character to explain this ‘convenience’? Simply put, it’s pretty much down to you. Carrier Pigeons are a thing, as are messengers. These can be used as an explanation, or you can simply make something up. As long as it makes sense, of course. You cannot say “I telepathically figured out you were here, friendo.”. So what’s your overarching point here? I aim for everyone to understand the difference between MetaGaming and Convenience Roleplay. The difference between conveniently appearing in a certain area which you wouldn’t normally be to provide a positive response, and ‘conveniently’ appearing to jump to someone's aid and provide a negative reaction for one or all parties involved like some kind of troubled minecraft social justice warrior. Not everyone understands this difference, and I’m hoping that this post will have cleared up a few contentions (there’s that word again. Eeee.) and helps those who are currently out of the loop understand what is expected of them. Roleplay is supposed to be fun for us all, and instigating and providing roleplay as an antagonist or protagonist in certain scenarios is fun, as long as you don’t overdo it. Be wary and cautious of all involved and take that into account before deciding whether to do anything listed above. Oh! Thomas, you forgot something. What about MetaGamed skills, can they be used in Convenience too? Hrrmm, urrr. No. They can’t, unfortunately. As much as it may provide a positive outcome for you to suddenly know first-aid or get over your squeamishness in a situation simply because your friend is dying out on the ground, it provides a negative outcome to the person who inflicted that on someone, and you simply cannot come up with an In-Character reason for it. New skills aren’t acquired, they are cultivated. A young sales merchant will likely not possess the required knowledge to stop the bleeding of a crossbow bolt to the shoulder blade, let alone holding the information needed to know to cut of the arrowhead and pull the shaft out first. Logic dictates all. Can your character logically or possibly know/do this? If the answer is yes, it’s probably convenience. If no, then it’s MetaGaming. Summary? Why do I make these things so ruddy long. Anyway, that should be all of it. As a closing summary: Information or Skills acquired Out-of-Character cannot transcend into In-Character unless they have any form of logical explanation for doing so. There is a difference between Convenience and MetaGaming, one is positive, one is negative. While it’s ‘technically’ MetaGaming, it’s permitted and often encouraged. Roleplay is what keeps the server moving and without it, the server would grind and jarr until it started moving again. Providing and instigating roleplay is great, and it keeps everyone interested and engaged. To do this, sometimes some things need to be used to enhance the experience, as long as it’s used in a positive way and all parties involved agree to it. That’s the most important part. Though this has gone on too long and I am super hungry for dinner, so woop woop. I hope you had fun reading, expect the next one tomorrow or on Friday 12th, I’m not too sure how busy I’ll be tomorrow. Love you bye. -Tahmas (Thomas) (once again feel free to ask questions on the thread about the up and coming discussions, or about the topic at hand. Or anything really. Go wild, go nuts..)
  5. Roleplay Conduct: Introduction Introduction Lord of the Craft is based on Roleplay. It breathes Roleplay: it bleeds Roleplay. Roleplay pushes this server forward and is the core component to every single thing on the server. It’s prided itself in this, as it should, and the pride it’s taken has proven to be a large benefit to the Player-base. The Whitelist feature of the server helps weed out those just wishing to troll, and those who currently do not fit the criteria for the Roleplaying standard of the server. Due to this, massive contentions arise across the Roleplaying scene. These mostly culminate in a series of forms that not everyone seems to adhere to. Some tend to hold a different ideal on how Roleplay should work, which is all well and good, but there are a few guidelines which everyone must follow to ensure everyone enjoys themselves. After a few less than savoury scenarios which prompted me to do some research and communication with the Server Staff in regards to the view of the now discussed, I decided to make a small mini series of topics on the RP conduct nature and delve into the specifics in regards to RP customs and regulations which are generally put in place to ensure all are enjoying the Server’s Roleplay universe. This mini series will cover and hopefully clear up any contention between some common misunderstandings. I will cite references and sources, and have ensured that everything I have said has been approved by those who manage the Server to ensure complete transparency with what I say. So let’s get right into it. What is Roleplay Conduct? This is going to get mundane, and I’m going to apologise for that now. To understand and delve into problems around, you need to break it down to its fundamental core and build up from there. So, conduct by definition is “the manner in which a person behaves, especially in a particular place or situation”. So what is Roleplay Conduct? If it wasn’t fairly obvious, and I hope I don’t beat a dead horse or prompt anyone to feel belittled by this clarification, Roleplay Conduct is how one presents themselves and how they behave when Roleplaying. This can occur anywhere, on any server and even in real life. (Not particularly Mommy and Daddy, Doctor's dress up type roleplaying you did as kids) Why is positive Roleplay Conduct important? Positivity is vital in many scenarios, most importantly when handling other people. Many people are cynical and like being negative, and that’s completely fine. If that fits you as a person, wonderful. You do you, but much like offering a lactose-intolerant person cheese, you really shouldn’t shove it in their face. The Internet is vast and filled with all kinds of people, some are here to make the Internet a lighter place, some are here to make it darker. Then there are those who use the Internet, and in many many cases, Roleplay, as an escape from Real Life. This isn’t always as depressing as you’d think it may be, but people use Roleplay as a way to express themselves in a way they never thought possible in their day to day runnings of the real world. Someone may wish to be an adventurer in real life, so as a substitute they create a character who lives to explore and delve into new endeavours as a way to satiate the thirst in their real life. If someone is having a particularly troubling time outside of the Internet, they usually resort to coming online in search of escape or just a treatment to what they are feeling. Because of this, it’s a general rule of thumb to act like a good ol’ bloke with everyone you come across. Who knows what they’re going through in the real world. Because of this, positivity is a very important thing. “You’ve sidetracked”, I assume you’re thinking, and you’re right. I do that; I rant. Back on topic, however: as we just established, positivity is important. “But what positivity in Roleplay?” “What if I want my character to be rude and negative?”. Good questions, and no one is asking for your character to be a good guy. If you want your character to be abrasive, mendacious and cynical and then by all means go for it. Give it your all, be negative! What I’m referring to here; however, is the focus of being positive in regards to the guidelines of Roleplay, and how to act when Out-of-Character. This, of course, is in regards to the infamous ‘Metagaming’, and ‘Powergaming’. Both of these topics I will cover in following posts. Having a positive Roleplay Conduct is important because it helps everyone feel welcome, prevents people from feeling targeted. The last thing anyone wants is to feel targeted In-Character because of something that occurred Out-of-Character, or for their concerns to not be heard. So what are you getting at here? I’m really bad at staying on point, so I’ll try and re-rail myself. Roleplay is fun for us all, it’s something we come to do and if you don’t enjoy roleplay; I’m not sure why you’re on Lord of the Craft. Following a decent set of guidelines is vital to ensuring everyone receives the maximum enjoyment any one individual can, and allows everyone to understand what is expected from them as people. There are many who do not take this into account, and just do as they please. We get it, it’s the internet, and you want to mess around. But there are people here who are trying to enjoy themselves, and for their leisure to be interrupted because someone wishes to break or provide negative conduct, is not something which should be taken lightly. In the followings topics posted by myself over the coming week, I will try and highlight certain areas of negative conduct and expand on them, detailing specifically what they are and how an individual can take a step in the right direction. I’ll cite examples of negative and positive scenarios, and provide as much additional content as I can. Summary? Be a good human being? I’m not pandering to everyone here, and of course there will be some people who will just be bullheaded and ignore me, which I suppose is all fine. I’ll be making a bunch of posts in the coming days in regards to the appropriate RP Conduct all should follow, to certify that everyone is on the same wavelength on how they should act. Hopefully this will prevent Conduct violations, and resolve any future misunderstandings or longstanding contentions between different Roleplaying communities. Yay for bridges? I don’t know. They’re good I suppose. That’s pretty much all for this post. It’s about 1am, and I’ve spent the entire night on Teamspeak and Skype chatting with a host of fun and interesting people. I wanted to whip this up and post it as quick as possible to notify any who care of what is to come, to stay tuned within the coming days. I probably should have bulked out (or thinned down) the content in this post, but I wanted to make it as lighthearted as possible so I don’t seem like some sheriff shouting laws to the locals about how some of them should behave. But I am tired, so I’m going to go to bed. Love you bye. -Tahmas (Thomas) (also feel free to ask questions on the thread about the up and coming discussions, or about anything in general. I’d love to clear up any contentions. I love that word, can you tell?) (double also, if this is in the wrong section, feel free to move it <3)
  6. 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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