Author Topic: Player Government  (Read 1875 times)

bloodedIrishman

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Player Government
« on: November 27, 2013, 05:11:45 am »
I would like to see an option for democratic government of player characters with a small amount of power/influence. Perhaps a council of three can be elected to listen to the player characters twice a month and then recommend action to the Hydlaa Guard and the Vigesimi. This would create roleplay and player involvement.

Volki

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Re: Player Government
« Reply #1 on: November 27, 2013, 05:34:27 am »
I asked something similar a long time ago. Was something like, could players effect change in the government? The answer was no.

The game promises too much and fails to deliver the minimum. (Look at the advertisements.) Since this is an RPG, players should have some sway. Nothing we do is going to have any real effect on the game. I'd like to be able to report to the guards or government officials. I'd like to see laws enacted and sentences enforced. Seems pretty lame when the only characters you can interact with are other players.

I know GMs once interacted with players. They would play guards or NPCs like Allelia. I guess that isn't a job for the GMs now, except during events like Danow's. That's not enough.

Players need more freedom in their occupations. Developers, this is a chance for something awesome. Please take it.
Lace dark dreadfull power inside him awakens now fully resultin his former self comin back lord of dark noble house shantae of mevango family lacertus shadowone mevango also knowed as darkblade of shadows

tman

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Re: Player Government
« Reply #2 on: November 27, 2013, 07:00:44 am »
The main problem I foresee is that giving players the power to enact laws, inflict punishments, etc. is always dangerous.

One solution is to have GMs enforce the laws.  A good idea in theory, but it takes a lot of manpower that just isn't there.

You could give certain players 'guard privileges.'  This spreads out the workload but raises questions of fairness.  Why does person A get special privileges that person B doesn't?  Undoubtedly this will lead to OOC conflicts.

Another option is to have a guild that acts as law enforcers.  This requires that everyone recognize and obey this guild's leadership though.  If the guild is "sponsored" by the GMs, then it begs questions of fairness ("why does his/her guild get to be in charge???").  If it's not, then people may think of them as mere vigilantes and not respect their authority.

The GMs could set up a separate guild specifically for guards, and have "tryouts" and "training."  This seems like the option that would result in the least conflict, since anyone could try out to be a guard.  And if someone abuses their power, the GMs can be notified and have the abusing player stripped of their rank.  The main problem I foresee is again manpower to do all the training of players (what the laws are and how to handle certain situations).
You can't teach a pig to sing.  It'll never work, and you'll annoy the pig.

bloodedIrishman

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Re: Player Government
« Reply #3 on: November 27, 2013, 07:17:17 am »
I suggested that the elected Council have power of recommendation to official sources. But, you do make fair points about the pitfalls of player power.

Volki

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Re: Player Government
« Reply #4 on: November 27, 2013, 07:19:38 am »
I don't think it's necessary to give the players power. Giving their characters power, however, can be done. You are never going to have fun when another player is capable of controlling you. That is why so many players who roleplay criminals disliked the ridiculous "freeze" and "teleport" spells the GMs (ab)used with their guard characters. Same deal. No player or GM should have that power when everyone is behaving ICly. It should be reserved solely for OOC issues.

Most players will follow along with other players whose characters have authority. If ever one of the guard players godmods, powerplays, or whatever, the civilian players will still be able to overrule that player. And if an obnoxious criminal player refuses to be taken in, a GM could intervene or the player could simply be /ignored. All the power remains IC, where it should be, since this is all roleplay.
Lace dark dreadfull power inside him awakens now fully resultin his former self comin back lord of dark noble house shantae of mevango family lacertus shadowone mevango also knowed as darkblade of shadows

Rigwyn

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Re: Player Government
« Reply #5 on: November 27, 2013, 07:35:59 am »

The main thing I have against GM guards is it kills role play when people start running for the guards whenever there is a conflict.


tman

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Re: Player Government
« Reply #6 on: November 27, 2013, 08:38:27 am »
I don't think it's necessary to give the players power. Giving their characters power, however, can be done.
...
All the power remains IC, where it should be, since this is all roleplay.

If that's your concern then I don't see the problem.  Just role play a guard.  As long as all the other players recognize the legitimacy of your character's authority, then there won't be any problems.

The main thing I have against GM guards is it kills role play when people start running for the guards whenever there is a conflict.

Isn't that kind of realistic though?  There are NPC guards all throughout Hydlaa that would certainly rush over if someone started tossing hostile spells around in the streets.  If you want a fight to not get broken up, realistically it should happen outside the city.
You can't teach a pig to sing.  It'll never work, and you'll annoy the pig.

Volki

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Re: Player Government
« Reply #7 on: November 27, 2013, 09:15:04 am »
If that's your concern then I don't see the problem.  Just role play a guard.  As long as all the other players recognize the legitimacy of your character's authority, then there won't be any problems.

There is a law that OOCly and ICly prevents players and characters from impersonating guards.

The main thing I have against GM guards is it kills role play when people start running for the guards whenever there is a conflict.

Isn't that kind of realistic though?  There are NPC guards all throughout Hydlaa that would certainly rush over if someone started tossing hostile spells around in the streets.  If you want a fight to not get broken up, realistically it should happen outside the city.

It kills roleplay because GMs are not superb roleplayers and will godmod players into submission.

(tman, do you play this game?)
Lace dark dreadfull power inside him awakens now fully resultin his former self comin back lord of dark noble house shantae of mevango family lacertus shadowone mevango also knowed as darkblade of shadows

Rigwyn

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Re: Player Government
« Reply #8 on: November 27, 2013, 09:23:40 am »
Not just that, but it can lead to really lazy rp.

Antagonist does his job and creates a conflict,
player wets his pants and runs for a guard,
antagonist is teleported to jail...


problem solved in 2 minutes... yay!

Candy

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Re: Player Government
« Reply #9 on: November 27, 2013, 08:23:14 pm »
I can see why not allowing players to play guards is a valid rule (both here and in a couple other role play games, I've seen people playing unofficial guards and other players OOCly refusing to go along with it, usually for good reasons), but honestly, if it's handled right and everyone in the RP agrees to it, is it really that bad? With no or few GMs around to play one, and characters that would rather let law enforcement handle the baddies (or try to frame someone, etc.), it's occasionally necessary to move things forward.
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bloodedIrishman

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Re: Player Government
« Reply #10 on: November 27, 2013, 08:33:39 pm »
I can see that this has been hashed out before, is derailed, and will not be implemented. Carry on.

tman

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Re: Player Government
« Reply #11 on: November 28, 2013, 09:02:16 am »
Not just that, but it can lead to really lazy rp.

Antagonist does his job and creates a conflict,
player wets his pants and runs for a guard,
antagonist is teleported to jail...


problem solved in 2 minutes... yay!

I get your point.  It makes things "anticlimactic" when a guard steps in.  My point is that realistically, characters should EXPECT guard intervention whenever they commit a public crime in Hydlaa.  The place is packed with guards.  It's the friggin capital city. Just because the NPC guards don't react to your roleplay doesn't mean the characters should just pretend they don't exist.  From an IC perspective an NPC is no different than any other character.
You can't teach a pig to sing.  It'll never work, and you'll annoy the pig.