
03-25-2002, 08:02 PM
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Banned
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Join Date: Jan 2002
Location: Can't touch dis
Posts: 847
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Re: Part 2
Quote:
Originally posted by Skatche
Dealing with Non-Roleplayers
Another fact of life, or a fact of Graal at least, is that not everyone roleplays. If you try to fight with a non-roleplayer, you will quickly find that even when you win, he or she will simply respawn and kill you. If you are attacked or approached by a non-roleplayer, keep roleplaying. Maybe they'll get into it themselves! But ultimately, you may be forced to go out-of-character, because continuing to roleplay puts you at a disadvantage to some extent. In these cases you can try ignoring the non-roleplayer, but if they're attacking you, that's obviously rather difficult. That is all I have to say on the subject.
Castle Management
Okay, I'll be perfectly honest - this section is directed mostly at the Dustari kingdom.
Castles have come to be something of a problem. Rather than allowing entry to anyone, and only initiating a lockdown when the town was attacked (as a medieval town would) the kingdoms tend to put strict rules on who enters. One of Dustari's arguments is that non-roleplayers might get in and start PKing everyone, which would ruin the effect. This is true to some extent; but the main reason PKers want to get in and cause havoc is because they are not allowed in. As they say, the forbidden fruit tastes sweetest. The fact is that Dustari's castle looks nice but is really quite dull, and the same applies to the other kingdoms; opening them to the public would cause an initial surge of visitors, which would die down when they realized there's really nothing worth visiting. The closed-door policy also creates bitterness and resentment within a kingdom; Dustari's toguilds commonly consist of "ALRIGHT, WHO OPENED THE GATE?!" A trial was recently held when someone opened the gate when he wasn't supposed to, during which the defendant was repeatedly called scum and other unpleasantries. This is roleplaying, but it isn't fun, and it doesn't make for much of a story.
It would be nice, too, if rather than have Dustari-only commands for opening doors and such, there could be an actual switch, accessible only from the inside, that did the same job. Karakaze's base, I think, comes close to this. Their door will open to anyone who knows the password, regardless of guild; however, it does not allow them (as far as I know) to change the word, which would be a better setup. This can be applied to a mechanism which opened and closed gates; if there was such a system, then an attacker who managed to get past the gate (perhaps there should be a way to break gates down, if you have enough men and enough power?) would be able to sieze control of... well, of the controls, and open the gates for their comrades. In this way the castles would not be owned by a specific kingdom, but by whoever was in control. Clearly this would offer for a more dynamic gameworld.
Conclusion
Roleplaying is finally becoming commonplace on Graal. This is a wonderful thing, for the roleplayers at least. But certain changes must be made if we are to accomodate such a great number of roleplayers. Above all of these, we must realize that roleplaying is best suited for a dynamic, open environment. Thankyou.
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Thanks for making me read this crap  |
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