Well, you knew the penalty, but I do agree it's tough to really play a chaotic lawbreaker before hero ranks. NT:

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Posted by Ball64 on July 30, 2000 at 09:10:10:

In Reply to: a quick look at the flag system, applied to a specific case: posted by Exogenous Mulch on July 30, 2000 at 05:43:55:

> Incident:
> One well roleplayed conjurer steals some chincy thing with his monkey.

> Continuation:
> Victim complains to arbiter. Arbiter finds it in his role to make a haphazard flag and makes said conjurer wanted.

> Result:
> One well roleplayed conjurer with a 15k hole that'll take 30-60 minutes to make up, loss of 1/3rd con, and the Arbiter has remorse, but also a warm fuzzy feeling for his roleplaying.

> My problem:
> The penalties were way freaking harsher than they should be. Both sides roleplayed well, but the outcome is that the conjie got smacked in the head for it with IC (1/3rd con, a record) and RL (time loss) penalties, and the arbie has no consequences aside from a little RL guilt.

> Basically, you can't viably play a really chaotic role before hero ranks, because the xp holes will halt your levelling dead. Making flags have lighter consequences would, I think, encourage roleplaying on both sides. No arbiter is *really* free to roleplay because they know how severe the whole wanted thing is, and no entropy/chaotic/averageman is free to break the law for the same reason.


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