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Viewing 10 posts - 16 through 25 (of 25 total)
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  • Matias
    Participant

    Like I said. I think the majority of players will not kill someone they have won over if that person provides RP, communication, and some vulnerability. Give the victor their due. A little acknowledgement of being in a losing position or afraid earns a lot of good will. If you cannot do that to avoid death than its kind of like you are wanting an OOC consensus sanctuary in lieu of a mechanical sanctuary. Which is fine if that is the way we want to take the game.


    Matias
    Participant

    My presumption when talking about characters in the archetype of Luka is aggressive antagonistic characters. Which are fine this is Haven antagonism is the name of the game. However because the archetype is predicated on threats and intimidation that means technically they are not normally the victims. I do not know what happened this time but to my knowledge (which is limited) the majority of significant injury or death have happened when the losing side triggered hostility either intentionally or unintentionally.

    If you are hunted down by someone and attacked, kidnapped, and you were just chilling. They start talking about stuff you did 1-2 deaths ago. I would agree you are a victim. I think it is generally courtesy that if someone gets KILLED for their behaviour you kind of go okay well punishment delivered. No need to keep killing them ad infinity. In that case the onus of heavy lifting shifts from the aggressive/antagonistic character to the hunter. You gotta sell someone on why something they have already died for is getting them killed, again.


    Matias
    Participant

    It is human nature when conflict arises and communication fails to err the side of caution and remove the threat. Those we cannot communicate with we cannot trust and those we cannot trust we cannot trust not to hurt us. This is the basis of a lot of misery in the world. As a pretty decent episode of Doctor Who once said. War is just the thing people do before they finally end up in the place they were always going to end up across the table from one another talking.

    I personally think that characters in the archetype like Luka would have very high survivability if the players of those kind of characters can take it on the chin. Is it asking a lot? Maybe. But it costs so little to play bravado, show cracks in the mask of fear, and in the interest of survival compromise. I think in most hostage / prisoner scenes all people want is the following and not always in this order.

    1. Acknowledgement they have won this fight and you have lost in the form of RP reaction signifying the precarious or vulnerable state you are in.

    2. Dialogue to understand why the conflict happened, that whoever lost the conflict knows they have lost, and some means assurance that FOR NOW you have won this battle HE-MAN and then skeletor escape after they let you go.

    I don’t know if it will work 100% of the time but I feel like when a character / player makes themselves vulnerable they often (not always) get a lot of leeway to live another day.

    in reply to: Character Art #22281

    Matias
    Participant

    Asked to pof by pof Eloa, maybe nsfw attempted spoiler tags! See is this works.
    [spoiler]

    View post on imgur.com


    [/spoiler]


    Matias
    Participant

    I dropped down to 3 the other day, back up to 5 after a plot bargain. I will let you know when I am back down to 4 !


    Matias
    Participant

    So the assumption is that the prisoners RP or lack there of shouldn’t have any impact on the outcome of a scene? If you are willing to beat them / throw them in prison after an interaction but would kill them if they didn’t give satisfactory responses. How does that play out?


    Matias
    Participant

    I was invitation 5 and after 1-2 weeks of RPing with T1s and T2s I was down to 3. I think perhaps ensuring you are targeting low tiers with your @ or being targeted by them matter. I am not sure. I also believe invitation updates daily.


    Matias
    Participant

    As someone that is seeking two imbued items. I agree. I need them for some RP I am planning, but if they exist functionally forever than I think they should have a timer or lf activation cost.

    in reply to: Early Impressions #18958

    Matias
    Participant

    The Grid

    I really like it, I like that it’s empty, I like that it’s so detailed even if it’s clearly LLM generated. Given Haven is a fake city to an extent with fate crafted residents it makes sense there’s nothing there and people are populating it in real time as it were. I also like how there is definitely enough space that if you want to just go do your own thing in a borough or some subsection of a borough you can do that.

    The Lookfor

    Conceptually like it in practice not a big fan. I need more time with it or a player guide or better helpfiles. I don’t know.

    Windermere

    I like the lore on the website, the college campus is lacking that central hub although players can solve that. I like the characters in that sphere so far, I’m trying to get connections with as many as I can. It looks promising in general.

    LLM Interactivity

    I don’t think anyone can say this is not a significant improvement over electric shock, ghost army, magnetism of the old patrols. I haven’t interacted with the LLM named NPCs yet, but at least patrols are pretty good.


    Matias
    Participant

    Currently even an SR in a room is not informed an RPfight has started or what is happening. I just had an encounter with player conflict and I was like are you guys RPfighting or just emoting each other in some kind of back and forth gentleman’s agreement.

    Some room wide indication would be beneficial.

    Also RPfight appears to be 1 on 1 only, having some means of integrating multiple participants even if they are not main combatants and providing support to tip the end balance might be beneficial.

Viewing 10 posts - 16 through 25 (of 25 total)