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Fear RP (Or, why Adrenaline doesn't make you a ninja)


Farcry11

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Posted

No.


Overly invasive coding, overhaul of so many systems for something of little value, and in violation of the spirit of the skillset system. The stipulation regarding its introduction was that it never have any impact on game mechanics.

Posted
No.


Overly invasive coding, overhaul of so many systems for something of little value, and in violation of the spirit of the skillset system. The stipulation regarding its introduction was that it never have any impact on game mechanics.

I pretty much have to fully agree with Sue. Freedom of choice has always been one of the tenets of roleplay, and any further rules introduced should seek to broaden the amount of choice offered to a player, not restrict it. Rules in themselves are not a DM - and if you introduce them with the intent of streamlining or limiting an experience, you turn it from an exercise of roleplay to one of gameplay: "How can I do this in the most efficient way possible according to the gamerules?", rather than "Can I create something fun out of this?"


Random elements are also good, but shouldn't be overused. Things like having a % fumble chance on actions is frustrating more than anything else - since I think people are here to create a narrative, and not win at a game, the decision of when they mess up should be left of them, and we can trust them to be reasonable (or discipline/ban/jobban if they are not).

 



Edit: Some more thoughts. Running a RP server isn't easy, but it's part of the job. The moment we start trying to accommodate against bad players rather than for good players, we've already lost the battle. The environment is hard to maintain, but it's not outside of our capacities. If you see bad RP, do your best to report it, and we'll do our best to purge/fix it.

Posted

I would just like you all to know that no matter what is your point of view on Fear RP, each different person will perceive it differently, and will act differently. People are not clones, each human in real life has a different mindset and look at the world and themselves. One can be really afraid and easy to put down, second can be hardy and all dripping with need to beat down the man who has him at sights, but is still afraid of losing his life...


And, there are of course those people that don't care about their own well-being. Self-defeating personality disorder is a disorder that is currently suggested to be included into the big list of things that you might think you have when you self-diagnose yourself. It can also be called self-sacrifice, and... Well, moom241 is very correct about what he said. No matter how you will do things, somebody will always complain.


There is no effective way to check one's psychology and mind through a 2D spaceman game, and if somebody unrobust tries to overpower a trained syndicate, then the game mechanics go into play. Just outrobust them quickly and end them!



P.S. I wish there was some kind of a mechanic that would make you automatically slam the buttstock of your weapon against somebody's face who tries to wrangle the gun off your hands, with a success percentage included. It would probably come out ridiculously though, but that'd still be a very interesting thing. Oh, and of course, there are people that simply don't believe in what you believe, and they don't care how you perceive the world. Complaining will continue this way, unless we'll become a bit more open-minded and investigate the odds before intervening.

Posted
I would just like you all to know that no matter what is your point of view on Fear RP, each different person will perceive it differently, and will act differently.

Easy to say, difficult to implement.


For example, there's mentally deranged people irl, and there's also heroes. The problem is in a fictional world, everybody wants to be one of those. And a world made entirely of mary sues and insane characters is not very fun to play in. So rather than trying to figure out the complicated logistics of "who gets the right to be a badass", it's a lot more simple to say "don't do it". And that still leaves most avenues of play.



You can make up a lot of excuses for why your frail medical doctor ran up to a syndie commando with a gun and disarmed them before headshotting them repeatedly, but the fact remains that at the end of the day, that's just a pretty lame thing to do.

Posted

It's two sides of the same coin.


Antags are ganky because people are dumb and rush antags.


People rush antags because bad antags just kill people for laughs.


Unfortunately I don't think there's a real solution except hoping people get a clue.

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