Make sure you join our Discord server https://discord.gg/7UhB9YT
Search the Community
Showing results for tags 'roleplay standards'.
Found 1 result
JasonG posted a topic in DiscussionsLet me just start off and say that this thread is not meant to be an argument, some know why I'm posting it but it is not directed towards any certain person or any certain situation. So I've noticed something quite scary and it's the misconceptions of the powergaming rule on this server. Allow me to blow your mind for a quick minute. /do success? -> is not necessary, ever. And I'm going to explain why. First, lets start with the definition of the powergaming rule as per the server rules. 6.4 Powergaming 6.4.1 Forceful roleplay, that does not give the other player a chance to roleplay their own response is considered powergaming. For example, a player may attempt to knock the other player unconscious by roleplaying it (using the /ME command), however the other player must be given a chance to roleplay the outcome of that action. 6.4.2 Roleplay of unrealistic actions is another form of powergaming. For example, roleplay of having super powers, driving a vehicle while your character is handcuffed, shooting a weapon while your character is injured. 6.4.3 It is not allowed to input false information or lie in /DO as this roleplay command is used to explain the facts of a roleplay situation. For example, if your character is hiding a pistol and another player makes an attempt to search you, if the outcome of the search is successful, you must use /DO to state the roleplay fact that the pistol had been found. 6.4.4 Forceful server commands, such as, /HANDCUFF or /MUG are exceptions to the powergame rule. Powergaming has many, many, MANY definitions and it is one of the more complex roleplay terms. Powergaming is also the most often roleplay rule broke during situations and often the most misconceived. It's easy to powergame, honestly, and the more you roleplay the more chance that you'll encounter this rule either being broken or being bent. First let's take a look at a situation that is considered powergaming. For all examples, Mark_Winterfield will be me. John_Doe will be the person I'm roleplaying with. * Mark_Winterfield takes the man by the arm and throws him in the cell. /solitary John_Doe 60 * Mark_Winterfield walks away. THAT is powergaming. There was no allowance of time between the /me and the /solitary. How would you fix that? Adding a /do success? is an option... but it's not necessary. I've always had a issue with this kind of roleplay because it opens the door for a crappy response. See below: * Mark_Winterfield takes the man by the arm and throws him in the cell. * Do I succeed? (( Mark_Winterfield )) * No, John runs away (( John Doe )). W..what?? OK. That is very basic. John ran away. Cool. How though? I had him by the arm. Tell me how a man in cuffs managed to run away. Surely it's possible, but how am I suppose to respond to that? How do I combat that without using /do causing even more of a headache. Let me blow your mind real quick. Let's try this whole roleplay situation but without using /do for success questions once. Let's see how it turns out. * Mark_Winterfield takes the man by the arm and throws him in the cell. * John_Doe brings his foot up and kicks Mark in the shin, running away. * Mark_Winterfield stumbles backwards, reaching for his taser once he's comprehended the situation. > Mark stuns John_Doe * Mark_Winterfield takes the man by the arm tries to throw him in the cell again. >Mark waits 30 seconds for a reply. /solitary John_Doe 60 * Mark_Winterfield walks away. That is quality roleplay. Quick and easy, to the point. But very descriptive. It described every action without using a single /do. /do should be used to describe an action or an object. Or for clarification on a subject. Not to ask questions about succeeding or not. Sure it works, but it's sloppy and lazy. Let me clarify one thing: I will never send a /do asking if I succeed. Ever. When I send a /me, that is me trying to do that. If you have a problem with the way that I have done /me, you tell me in /do. Let's say that John Doe tried to kick me again after he was tased. This is how I would handle it. Check below: * Mark_Winterfield takes the man by the arm and throws him in the cell. * John_Doe brings his foot up and kicks Mark in the shin, running away. * Mark_Winterfield stumbles backwards, reaching for his taser once he's comprehended the situation. > Mark stuns John_Doe * Mark_Winterfield takes the man by the arm tries to throw him in the cell again. * John_Doe kicks Mark again. * How would John have enough strength after being tased to kick Mark again? (( Mark_Winterfield )) * John_Doe would comply. /solitary John_Doe 60 * Mark_Winterfield walks away. And that is how you should do it. Only one /do was needed, for clarification. There was no confusion, no misconceptions. Everything was described perfectly. Think of roleplay like writing a book, your characters will attempt actions that are combated by other characters. Everything needs to be described. There is no technical problem of using a /do to ask if you would succeed, however in my opinion it is very sloppy. I would like to see less people do this and more people start actually roleplaying every action. As long as you give ample time for someone to respond with a /me, skipping the /do would I succeed is not powergaming. But that's just a theory... A FIL-