<<<You know, you say this... and yet 99% of the "evil" characters I've come into contact with have been treated -worse- by the so-called "good guys." >>>
None of my characters fall into that category. Most are arguably "good" aligned, which isn't surprising since they are essentially a team. But at least one is only out for herself (and slightly insane, at that) and another is actually a bit of a latent psychopath. The most self-righteous of the lot also happens to be pretty down to earth, and would rather give you a warm blanket than a hard time. She's no pushover, though. If she sees an evil act, she'll likely intervene in one way or another.
<<<That doesn't mean I stomp all over other people because I make a separation. I am a HUGE advocate of the basic principal of "we're all here to have fun" and that it isn't my right to ruin anyone else's good time.>>>
That's all I'm saying.
<<<I think you're missing the point here. Its to be expected that we're going to get emotional over things that happen to our characters. The difference is letting your OOC reaction bleed through your character into the game. If you choose to play your character as an extension of yourself, that's fine... its your choice. If you choose to play a pacifist, or bookworm scholarly type, someone comes to pickpocket you and your first reaction is to get angry irl, hunt them down and kill them... well is that really roleplaying? Is coming up with a reason to support your actions -after- the fact make it ok? Its simply a different form of roleplaying and one not everyone subscribes to it.>>>
I haven't missed the point, you're beating a straw man. I never said anything different from what you're saying. This was never about reacting OOC to IC situations. I don't do that. We're in agreement.
However. In the context of the pickpocket, I don't care to deal with it. I don't enjoy RPing that situation. Like I've said all along, it may be a hoot for the thief, and maybe other people enjoy playing the victim. I don't, and for at least some of my characters, it doesn't fit the roleplay I envision for them. I'd be happy to simply take a pass, but that's the problem. The thief has ALL the power in that situation. He or she can freely impose his or her RP onto my character, and there's bupkis I can do about it. Even if I catch them, there's rarely any satisfying way to end the encounter. Hey, if/when it happens, I'll RP it out like I always have. I have never, ever implied otherwise. I am not prone to "getting angry" and slipping out of character just to enact some revenge. That's something others have projected onto me; it's not based on anything I've ever said or done.
But let's be clear. Picking someone's pocket is a PvP action. All these people insisting that "oh, no, it's CvC" are just rationalizing it. Are you a player? Am I player? Hello, it's Player vs. Player. I don't know how I can make that any clearer. Even if we AGREE to roleplay the conflict, you're still a player and I'm still a player. Our characters don't play themselves.
<<<Heathyr, you're being silly.>>>
Probably.
<<<I agree it's unacceptable for a character to treat people however they like without regard to the player behind the character. I believe I've told you several times that the moment I detect any hint that the other player is upset about the interaction, I'll find a way to end the conflict. I'm not here to ruin your day, no matter what type of character I happen to be playing. And I also feel that evil is more believable when it is balanced by vulnerability. Finding ways of demonstrating that vulnerability in some way indicates to the other player that you aren't simply impressed by how high your CS is and creates opportunities for greater depth in the interaction.>>>>
I couldn't agree more.
<<<Correct me if I'm wrong, but your position was that you'd like the option to opt out of being a target for pickpockets because you don't believe it's fair for players to be able to steal from other players. >>>>
I couldn't disagree more. [Okay, I could, but how could I resist the irony.] You are wrong, and I'll be happy to correct you. I never said I don't believe it's fair for players to be able to steal from other players. Those are your words, not mine. What I DID say is that it's usually one-sided and non-consensual. What I proposed (opting out of the steal verb) would ensure that it was consensual. What, exactly, is your problem with that?
There is no other system in the game that encourages PvP in quite the way the STEAL verb does. Fine, call it CvC if you wish. I don't dispute that sometimes the skill can be used to prompt interesting RP scenarios. As I mentioned, I've participated in a few myself (as the victim of a foiled theft) that turned out fairly amusing. But come on, let's get real for a minute. Do you think that's USUALLY how it works out? Honestly? Usually, if it's not totally one-sided, it's something even worse like griefing. We all know how fun THAT is.
At any given time, there may be a few hundred people playing the game. Relatively few of them read these forums, and even fewer ever post. I think I'm safe to say most, if not all, of the posters here are good players. I mean, we're at least interested enough in RP to be reading the "Thoughts on Roleplaying" folder, right? But what about all the players out there who aren't?
Meh. Give me the option to turn the bugger off. Problem solved.
<<<You refused to entertain the possibility that some players might use pickpockets as a means of initiating roleplayed conflict.>>>
No I didn't. See above.
<<<Further, you failed to see why having an opt out defeats the purpose.>>>>
Enlighten me.
<<<This indicates to me that you take what happens to your character personally. If you didn't, pickpockets would be a minor inconvenience that results in a negligible silver loss to you, with the benefit of potential roleplayed conflict.>>>>
It's got nothing to do with taking it personally. That's again your projection. Yes, pickpocketing is a minor inconvenience, all the more reason to just turn it off. As for the "benefit of potential roleplayed conflict"...I don't see how being victimized by a petty thief is a "benefit" or particularly engaging. Sorry, not interested. Try something else.
It's like the boy in class who pulls the girls pigtails to get her attention. I was over that in 1st grade. There's a reason I started studying kung fu, you know.
<<<I'm a lot more concerned with pickpockets being gutted or removed and its impact on the few players who legitimately roleplay thieves than I am about the 5K silvers I lost last month to pickpockets>>>
Funny, I'm not. But listen, again...I'm not even saying I'd use such a flag to turn off theft for all my characters, all the time. There are times I'd willing to deal with it, and times I would not. But just as the THIEF has the option, so should I.
<<<Just a pet peeve of yours that bothers you more than it should?>>>
Maybe it is. I'm not a young woman anymore, I've seen a lot and been around a bit (geographically--don't get cheeky). I'm honestly sick of people taking advantage of others. I've seen too much of it in the real world, and I'd just as soon not "roleplay" it in Gemstone. I don't find it fun. It doesn't mean I can't handle it or that I fly off the handle when it happens, it's just not what I come to the game for. I have much more interesting and time-worthy ambitions in the game world. There's only one person I know of who routinely tries to pick my pocket. It's almost like "hello" for her. As much as I'd regret shutting her out, it would be worth it to me. And frankly, I don't really enjoy dealing with it, even with people I like. You may be right, maybe it's a personal hang-up, but there it is.
It reminds me of those old games of "keep away", when you helplessly flail about trying to get your new hat back from your "friends" as they toss it around the playground. Then when you finally resort to kicking your best friend in the ribcage, they're all like, "well you didn't have to go all Buffy on my ass". You just can't win.
But, eh, I digress.
That's why when I encounter players who appear intent on causing problems for others, I shut them down using the in-game tools available, and avoid them. I'm not saying all thieves are like that, in fact I'm not even saying most are. I've known some great thieves and understand it's a time-honored part of the genre. But in my experience, it's worth sacrificing the rare exception in order to lock out all the foolishness. Fools will still be fools, but at least I won't have to deal with that scenario. It's the same reason I tend to keep my group closed and demeanor reserved. Fewer hassles.
<<<<Regardless, I absolutely do not allow my annoyance to color my character's reactions.>>>>
Neither do I. But if you manage to annoy both myself AND my character...well, you might want to clear out. Or at least grab onto something solid. (I'm kidding. Mostly.)
<<<<It's my wish that they separate their characters from themselves, but I'm always watching for signs that they can't and I try my best to signal my intentions to the player in some way so that they know I'm trying to have a fun and interesting interaction, not ruin their day. If I'm unable to do that and the player is clearly upset, I find a way to end the interaction quickly and apologize to the player.>>>>
I think it's admirable that you try to remain sensitive to this, and acknowledge that not everybody is able to separate themselves fully from their characters. The difference is, I'm not all preachy about it. I don't think there's anything wrong with people who wear their hearts on their sleeves. I'm not saying I'm one of them (I'm not, usually, as hard as that may to believe) but who are we to judge? The character is the character, and whether it's the player coming through or not, what's the difference? Accept them as they are and work with it. However, in so acknowledging this...don't you think it might be nice to let such players have the option of not being targeted for a PvP action such as picking pockets?
<<<I can, I have, and I will, Heathyr. CvC =/= PvP.>>>>
Impossible. Illogical. A character is played by a player. They don't play themselves. It's always PvP.
<<<<I'm sorry, but it absolutely does not equate to the same thing.>>>>
I didn't say they were the same thing. I said CvC is always, by necessity, PvP. However, the reverse is not necessarily true. There IS a distinction. But not in the way you are arguing. If the characters are involved in conflict, we, the players, are ispo facto involved in that conflict. It cannot logically be otherwise. It does not mean that we are necessarily embroiled in that conflict emotionally, but we most certainly are involved. We could be laughing and having a good time while our characters are deadly serious. Our characters, however, remain extensions of ourselves. Just because it's a game doesn't mean we don't care what's happening to them. They could be diametrically opposite of our true personalities, but WE are the ones pulling the strings. Nobody else. P. V. P.
<<<<I guarantee you that if one of my characters is involved in a conflict with one of yours, it will never be PvP.>>>>
Are you playing your character? Am I playing mine? It's PvP. BY DEFINITION. Sheesh.
<<<<If you show me that you are upset as a player>>>>
It's got nothing to do with being upset.
<<<<A person whose behavior demonstrates no concern for the feelings of other players is behaving irresponsibly. I won't work with that, either. I'm here to have fun. Interacting with children who play this game like I would play a game like WoW isn't fun to me.>>>>
We agree on this point 100%. And frankly, I think we have a lot more in common than we do apart, from what I've observed. 99% of this debate seems to be about semantics, really. But if I didn't feel it was worth pursuing, I'd have stopped about 2500 words ago. Um, like I said I was going to... [oops]
<<<<I agree. But that position doesn't exactly agree with the "opt out" suggestion you support. You want to play the game you want to without allowing others the chance to play it their way.>>>>
Whoa, Nelly! Nothing I proposed said anything about not allowing others to play the game the way they want. The opt-out idea would merely ensure that their victims were WILLING victims. Not once has anybody come up with any cohesive reason why that's such a bad idea. People could still roleplay thieves to their hearts content. The only possible objection would be that they couldn't continue to prey upon unwilling, unwitting participants. Sorry, not shedding any tears over that one.
In addition to the opt-idea, I've also strongly advocated for additional utility added to the steal verb. I think thieves should be able to use their skills to target NPCs, shops, even monsters. As long as the resulting income was not unbalancing, and the risks were sufficiently proportioned (as were the consequences, if caught)...it would go a long way to improving the RP of thieves in Elanthia. Heck, I might even play one myself, under those circumstances. As it stands, however, since stealing is strictly a PvP (CvC if you insist) endeavor, it's really not my cup of tea. I like the fantasy archetype of the crafty rogue, but I'm too empathetic to enjoy taking stuff from real, feeling people. Even in a game.
Then again, I suppose I could be a good rogue, only taking from mean rich people who really deserve it.
In fact...hmm.... [CREATE NEW CHARACTER]
<<<<I understand that the reality is that most players misuse the pickpocket skill,>>>>
Ah, so you do understand!
<<<<but once again it was my point from the start that the few who use it properly justify having the skill as it is a minor inconvenience to the rest of us. >>>>
...or not. I disagree that the few who use it properly justify such spirited opposition to a simple on/off flag for people who don't want the hassle from the majority who don't.
I'm willing to agree to disagree on this point.
<<<I'd rather keep it around for the folks who consider it central to legitimate characters they play.>>>>
Nothing I proposed would take that away from them. They just wouldn't be able to prey upon unwilling participants anymore.
Moving on...
<<<<I can completely rationally refute that.>>>>>
No you can't.
<<<<There are times my character is FURIOUS with someone, calling them names, wanting to hunt them down and kill them, and personally, I as the player am rolling around laughing. The same when I'm on the opposite end of the stick...>>>>
That doesn't refute the fact that CvC necessarily involves PvP. Are you the player of your character? Is the other person the player of hers? It's Player vs. Player. PvP doesn't stop being PvP just because you're having a ball. You're all trying to add some extra baggage to the term. There's nothing automatically wrong with PvP. It's when the conflict is one-sided or non-consensual that we have a problem.
<<<If someone kills my character, I might be annoyed because I lost a head full of experience, but I'm not mad at the PLAYER.>>>
There's almost never any reasonable justification for killing another player. It's a pain in the butt and usually just results in hard feelings. Case in point, the recent storyline in the Landing. Several of the folks joining the lich have been killed by so-called "good guys" under the guise of roleplay. This has stirred up lots of bitter feelings, some justified. Meh. It's a case-by-case thing, but when somebody dies it's usually a sign of failed RP, not good RP. Of course, there are always exceptions.
A long time ago, my character got a case of amnesia. Not only could she not remember her friends, family, or even her own identity, she couldn't remember any of her spells. Gradually, as her memory returned bit by bit, she struggled to regain her powers. Her spells came back slowly, from first level on up. But she was prone to...accidents.
"Heathyr, can you toss me a powerful look?"
"Sure!"
>prep 702
>cast at DeadFriend
Needless to say, she made a full recovery. And so did her friends.
Eventually.
~ Heathyr of the long wind