All these ideas are all very well and good but consequences - and respect for danger - run both ways. I recall the assassination thread a while back where many posters seemed to want assassinations to cause consequences, yet also thought only evil characters would be undertaking such. For one, that is inaccurate (check out what happens to the Rundeen in
1349) but also really, it seemed like if assassination was more "evil", then at the very least there should be similar consequences for when a paladin posse track down and behead a bandit on the trade way. And that becomes a general discussion about PvP consequences like we seem to be having here.
I've both seen and experienced on a frequent basis that CvC conflict resolved through PvP ends up being amazing. I've also found sometimes its meaningless. Sometimes things are great, advances characters, and people RP about it appropriately - I laud those who do. At other times, the loser jumps up and walks it off and is back to doing the same thing the next day. I've noticed this particularly with the bandit/menacing troublemaker RP. Thids himself touched on this fact, that players of evil chars need to take into account "fear" in their own RP too.
Its depressing to RP out a tense and fun encounter to have it rendered effectively a waste of by the same char doing the same things in the same area again
after a day. Strictly speaking its within the rules. But its crap storytelling. I mean no reaction at all to the RP encounter, its like it didn't happen.
Yet I am not big on players
imposing consequences myself as there seems to be a tendency to impose far reaching consequences for one PvP (by both players of good and evil PCs). There's a host of negatives I can see with that:
- Encouraging powerbuilding above RP building
- Encouraging "power" RP, and leveraging OOC contacts (metagaming, basically) becuase the stakes are high
- Discouraging various archetypes that will come into conflict
- In some cases, outright breaking character
- A cycle of PvP based character interaction thats inevitably going to favour the more numerous goodly characters when taken together with their neutral but don't like murderers allies
- Some real crappy experiences in throwaway RP for low level characters.
Its not the sort of experience many people come to this server for. When it comes down to it people should be allowed to play their characters in some form
Some sort of recognition of the impact of an encounter though just gives weight to RP though and makes a positive RP experience for those involved. I just think its better done by encouraging a culture of voluntary acceptance, and dialogue. It doesn't need to be heavy. Even just rping licking one's wounds for a while can be enough. Or carrying the weight of the encounter. Even being spared can lead to character development
I think we can all agree laughing in the face of danger because of no permadeath is poor sportsmanship in an RP sense. Its all our responsibility to have our characters respond and act ICly. This goes for players of evil characters too.
(of course, I had Ameris respect the danger he faced quite diligently - he only stayed in guarded areas unless disguised and buffed to high heaven. That wasn't that popular either!)