Yeah, interesting perspective - I think that would be a good solution.AsuraKing wrote: ↑Sat Sep 30, 2023 1:36 pmI wanted to chime in on this, as I do think this very much highlights the reason playing evil here may feel rough/unrewarding at times. Years ago when I played on Dalelands, there was very much a constant and similar discussion/issue but reversed. For a long time Evil was the status quo of Dalelands and the good folks constantly were upset that they couldnt make any real impact on that. It was a topic that, much like here, sparked some large exoduses of players at times and was a huge issue. My point is, the issue isnt "Team Evil vs Team Good" (hate those terms...), it's that having a status quo that's set in stone is not a good thing.Hidden: show
The status quo, while resilient should still be flexible. If an organization works their butts off over an extended period of time to establish something that breaks the status quo, those efforts should be rewarded. It just happens that our status quo on the surface tends to heavily lean towards Good here which makes it feel like most decisions are weighted towards a Good outcome.
Getting away from the Good/Evil sides of things, I personally think there's a greater issue, and that's a general fear of letting players have true agency and authority. Let player characters become Mayors of towns, captains of the Fist, that sort of thing. Our status quo is ultimately controlled by NPCs (which in turn gets obviously pinned on DMs) who set the rules/laws, etc. When NPCs control all real authority it becomes stagnant, if someone wants to become Mayor of Beregost and go full blown corrupt? Let them. If a group plots the assassination of Mags to take control, let them do it (even if it may be a poor decision on their part). Letting players have more agency/authority on how the setting functions would certainly breed more interesting RP opportunities out there.
Diversity makes things interesting, stagnation makes things boring.
(Barry just took 10d6 psychic damage from me saying that...)
In a D&D P&P campaign the DM has such a status quo. They add controls to their group of players as a way to structure the story and and plots they want to create for the players. Narrowing options on what the group can be/do, makes the personalized events go smoother.
But this server is more like a sandbox, expanded way outside the confines of a single party sitting around table in the basement of someones house. Trying to enforce this status quo in BGTSCC make it appear that you are catering to one group and leaving the other groups out.
So removing these controls would be a logical solution because it would be fair to the entire community and not just a certain demographic.
But of course the next problem for DMs is, how do we control these 'status quo breakers' that want to 'empire build'
One idea:
What if these empire builders had to consistently post a sort of constant Biography of their successes and failures, justifying their action regularly on the post. That drow bard I referenced did the same thing. She would post these events and plots and schemes after they happened so it would not get metagamed. But she really took time to examine the smallest action do took and what the results were.
This idea of forcing anyone who wants to empire build or breach the status quo, to post regularly on it will be thoroughly examining their actions under the view of their peers. Any pvp troll drama queen/king griefer would be easily exposed and generally do not have the patience to consistently report on their crappy behavior.
This would also encourage story telling and create a clear record of activity that other players and more importantly DM's can easily reference.
These players would still be required to make DM requests. And as it is now it is easier when they do so as a part of a faction.
But this idea could allow Admin to remove prejudiced controls that keep the status quo going while adding a creative new control that fosters RP!