Thán (
hohnkai) wrote in
thisavrou_ooc2016-06-20 12:08 pm
Entry tags:
mod update 12 + State of The Game
M O D U P D A T E |
Hello Savrites! This is an important mod update, so please read it through. We’ve got a lot of stuff to go over, Thisavrou’s one year anniversary and game changes, but we’ll try to keep it concise. First, we’re going to start off with how it’s almost a year since the game opened. Everyone has been amazing. We’ve had a lot of fun, and the game has truly blossomed. Thank you so much for being a part of it!!! Second, and possibly the most important, is that over the last few months our game has gone from around fifty characters to close to two hundred. While that is astounding and we’re pleased that everyone is excited to be in the game, it’s gotten to be too much to handle and is making it harder for us to stay on track. We’ve all been so busy trying to keep up and to make events that cater to such a large group, that we’ve lost focus on the important stuff. So, in order to get us back on track, to push the game back to the premise and main focus, we’re going to be doing some IC and OOC changes, as well as addressing some issues we’ve begun to notice having come up in game. The Premise | The FAQ Thisavrou is a panfandom science fiction game with elements of horror, survival, exploration, and humor.In order to get the game back on track and back to the original premise, ship-life is going to be the main focus for a while. What does this mean? Cooperative space travel where everyone is required to help and work together since it will take that group effort for the ship to get to the planet that created the portal technology. Also, while characters can believe what they want, the captains are not forcing anyone to be there. As per the premise, they’ve signed a work contract. Some characters came in on a planet Ingress, others in on the ship, and both were offered employment and board to help the ship reach its destination so they could return home. Somewhere along the way that has gotten muddled, and we’re going to be focusing on that as well. • AN OOC CHANGE: apps will be open next month and then they are going to be temporarily closed until further notice. We’re doing this for a number of reasons. The game is too big to fit the plot, and with our anniversary coming up, we need the extra time to focus on it as well as the cast the game already has. We do not have a date for when they’ll open again, only that they will open some time after the anniversary and after everything has smoothed into a transition that fits with the premise of the game better than it does now. When they do open back up, there will be a low app cap and mandatory reserve in order to app at all. For this upcoming app round: we are going to be taking a total of 60 apps that will require a reserve to apply. It will be strictly on a First Come, First Serve basis. As per our the application page, there will be no app challenges. (This is to help encourage players who really want to be in the game and keep the game cast a manageable size.)We know this is a lot to take in, but we believe that these changes are what’s best for the game as a whole. Your mods need time to focus and get the game back on track so that it can continue to be around for a long time. We’ve got a second arc coming up soon, though this date has not been set as of yet, and we’re pretty excited for it! We just need to get the game to a certain point in order for it to happen the way we need it to. Added Clarification: We didn't want to just put a ban on murders without having an IC reason for it, because that's not fair to players who want their characters to react. We were trying to stay away from a set system for the new rule, because that's really limiting, and while we aren't going to restrict it any farther than we have, here are the basics. If a character attacks with the intent to kill. - exile/imprisonment If a character attacks someone and doesn't care if their actions kill them. - exile/imprisonment If a character attacks and accidentally kills. - no punishment If a character attacks and accidentally kills due to mental illness. - no punishment Let me elaborate briefly. We believe that in order to alter the atmosphere, crew members have to feel safe and like they won't be murdered by other crew. This means having a strict IC rule about murders. From what we've noticed in the questions, everyone is confused about what intent is and whether 'not caring' should be a reason. For intent, if a character tries to kill someone and is successful, they will have consequences, and if they aren't successful, they will as well. This is because they still tried to do it, they might try again. When it comes to not caring, every crew member has a 'duty to care'. This means that murders that occur because someone was dealing out blows and didn't care if the person died, still has the above consequences. They are supposed to not kill one another, so if they do it, they have to go. However, this does not apply to accidents. This doesn't mean characters can't fight or scuffle or argue or accidentally kill one another in a fight. Players can still play characters that do not care about the well-being of others, they just can't actively try to murder someone. It just means that they all know now ICly that if they go into a fight with intent to kill or attack not caring if they kill, then they'll have those consequences. All of this will be ICly known from this point on. How is intent gauged? This is going to be situational. If players decide to indulge in a murder plot, then they can plan out with other players and us mods, how they want it to go down. There are plenty of options to one hundred percent guarantee intent ICly, and we're not going to list them all because, again, we don't want to restrict everyone. There are cameras, crew and captains have abilities, witnesses, etc. Some examples are: If Bob is fighting with Jeremy because Bob stole his cheese, and he pushes him without intent to kill him, and he accidentally dies. Jeremy isn't punished. If Bob is fighting with Jeremy because Bob stole his cheese, and he stabs him in the throat, and he dies. Jeremy is punished. If Bob is fighting with Jeremy because Bob stole his cheese, and Jeremy says fuck it, he stole my cheese, and starts stabbing at him not caring if he dies, and Bob dies/doesn't die. Jeremy is punished. If Bob steals Jeremy's cheese and then Jeremy tries to stab him, and Anna responds by trying to stop Jeremy, does that count as intent to murder, or as defense of Bob? Defense; Bob and Anna are not punished, Jeremy is. Bob taunts Jeremy about not having any cheese. Jeremy has a flashback to a time he was tortured by a cheese stealer and lashes out at Bob in fear/anger and stabs him in the throat. No punishment. To sum this all up, murdering crew members is no longer allowed and if players are struggling with fitting their characters in the environment, message us and we'll help work it out. We're sticking to these rules because this has become to large a part of the game and it's not supposed to be due to the over arching plot and premise. If anyone has any questions or comments, just respond here or on the feedback page. We won’t know if you don’t tell tell us, and we really hope that everyone understands why we’re making the changes that we are. We will be updating the pages today to reflect these changes! Thank you everyone! NOTE: The event log will be going up later today, so please look forward to it! The OOC plotting post that went up was to allow players time to get together, and the event log has prompts so that players can thread out interactions during the strategy planning phase. However, the beginning portion of the event log is super important and not related to the looming attack, so please read it carefully and get your character involved! We hope everyone will enjoy the plot! |

QUESTIONS/COMMENTS
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+2
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Personally wouldn't intend on doing this but. I'm just so curious, it'd be interesting to see played out (and also kind of hilarious OOC)
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(Anonymous) - 2016-06-20 17:28 (UTC) - Expand(no subject)
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Attacking with lethal intent (whether or not it does anything) -> exile/imprisonment.
Attacking nonlethally or with the intention of restraint (whether or not it accidentally has lethal effect) -> not that.
What if a character attacks (or defends) without caring whether their methods might be lethal?
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Is the way that it would be presented to new arrivals something like "hey, this Ingress thing brought you here which is something that we have no control over, but you're here now so you can either agree to work on our ship as we try to get you home, or we can drop you off at the next planet, your choice"?
And then the character can either take that at face value or assume something fishy is going on?
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Re: QUESTIONS/COMMENTS
What if a character attacks with intent to kill, but is pulled back by CR? Is attempted murder the same fate?
What if someone kills someone, but deftly frames someone else for it? Like, players plot and agree to it?
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Re: QUESTIONS/COMMENTS
I know I'm guilty of more than my fair share of this in an IC context, so I feel it's important to ask if this is a gamebreaking topic and/or something that shouldn't be done.
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But since fighting plots are still accepted how would the punishment go for those? Would captains just give all characters involved their punishments? I mean, I play a character who's pretty confrontational and provokes others... so getting into fights isn't all too far fetched.
Another thing: since the focus is going to be on ship-life I take that it's going to show in future events and such ? I'm not asking any specific details.
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Re: QUESTIONS/COMMENTS
Essentially, I'm wondering what balance of original intent vs. current player desire your aiming for when it comes to maintaining the tone of the game, and which (if any) future solutions you have in mind.
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Re: QUESTIONS/COMMENTS
I understand there's a ton of minutiae here, but in trying to define intent, making exceptions for some cases of mental illness (re: PTSD), but not giving leeway on the attempt, blind rage, or not-caring-is-complicit, or being talked down is still an attempt, I think there's a lot of confusion on the matter. Especially with those of us who play some very morally gray (or even morally bipolar) characters and where that line of "too far" is drawn beyond successful killing.
(That said I don't mind wanting to tone the frequency of the occurrence down or even instituting IC consequences for it. The definition of where all these exceptions and intersections lie is just confusing, personally.)
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TL;DR because wow that's a lot of words: How is guilt of intent decided ICly?
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Re: QUESTIONS/COMMENTS
thanks! :D
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SUGGESTIONS
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That said, I'm personally pretty chill about it either way.
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Re: SUGGESTIONS
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Also agree with temporarily closing the floodgates so you guys can catch your collective breath. I love that so many people want to join and there are so many chances for new CR, but if it's putting a strain on you guys I'd prefer it if you didn't burn out. 8Db
I did have one suggestion though-- for players who only have one character, if they find themselves in a position where they have to drop (time, life stuff, character burnout), I suggest they be allowed to app one other character if they want to even if we're in the temporary-closed period. Just so they can stay in the game if they want to and they don't feel like they're leaving and wondering if they can ever come back. Just a thought!
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+1
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NOTED FOR FUTURE USE
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I want to second the above suggestion that maybe actual success in killing should be the determining factor? Another character stepping in and going "I know you can be better than this" or a character snapping out of previously villainous ways midway through a fight can make for really good CR/writing/character arcs, but if intent is the deciding factor that sort of storyline could become much harder to pull off.
Just food for thought! I am not attached either way.
ETA: whoops, posted this at the same time as the response to the above. You can delete this if you want!
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Also, if one of the options for staying in the game post-murder is hanging out indefinitely in the hold, the place should be made into less of a hellhole :|b
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NOTED FOR FUTURE USE
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Re: NOTED FOR FUTURE USE
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#runonsentences5evr
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Bob taunts Jeremy about not having any cheese. Jeremy has a flashback to a time he was tortured by a cheese stealer and lashes out at Bob in fear/anger and stabs him in the throat. No punishment.
Since from what I understand mental illness does not result in punishment for reaction, correct?
So I probably shouldn't have gotten a potential murder plot bunny from this since that was kinda supposed to inspire the opposite reaction. I'd been sort of on and off plotting for Furiosa to at one point slip up and kill a person. She's been good about using non-lethal methods even with NPCs, and she's a good person, but her morals aren't great. She doesn't exactly want to kill someone.
That said, she still would in cold blood if she felt she needed to. That's where this gets a little bit messy for me. I personally would be very interested in playing out a redemption arc for her in the hold, so if it came down to punishment, I'd be fine. I just have some thoughts on what would be punished.
Furiosa's main reason for killing is survival reasons. She kills indiscriminately, without remorse, if she feels that these people are in some way a threat to her life or livelihood. If say, for example, she or someone she knows was infected with something nasty. She murders someone who has the cure, but isn't coughing it up so they have it all for themselves, would that be punished if she would die without it? (this is a far fetched scenario, really, but I was considering how wasteland survival morality would fit under this)
Another example. Say she reacts strongly to something someone says to her that puts her into a rage. Say it pushes her buttons about her past essentially as a slave, or seeing her mother die, or her sexual trauma, and she attacks with the intent of killing them and murders them. I assume that example would fit under the "mental illness" part?
Just throwing some ideas. :|a
As another question, say one of the robots kicks or swats a human out of the way. They're not really out to kill the person -- but they tend to forget how fragile human bodies are -- and they're not really attacking them. It's an annoyed gesture. It ends up killing the person and they don't quite care they died. Would that be intent or an accident?
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As for some of those scenarios, they would fall under two different categories. The first scenario would still be considered intent to kill because she made the conscientious choice to murder someone (even though it was for survival). The second choice, since it could be seen as an altered state of mind, would not be punishable as intent to kill. Then again, a lot of scenarios are always up for debate, and we can discuss how you would want to handle them ICly and OOCly. As for the robot question, the action itself is not intent since it was an accident and they didn't originally do it on purpose with that exact thought in mind regardless of what they thought after. However, we would hope that the robots would still try to be careful to prevent any accidental deaths.
If you do have ideas for things you would like to do, just hit us up on the feedback page. We are always willing to work with players!
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Well, before the suggestion, it seems like a lot of the confusion is coming up over "intent"... which to me reads like the legal concept of mens rea -- guilty mind. This is part of pretty much any legal system that a player in the game is likely to be familiar with in real life. If that's correct, this might be helpful: https://en.wikipedia.org/wiki/Mens_rea
(FWIW, mens rea isn't really a crime unless there's also a "guilty act" to go with it, which is where I see some confusion over what does and does not constitute a guilty act.)
Anyway, my suggestion is a compromise: the first act of attempted murder, if it does not result in a death, could result in X amount of time in the hold as a warning (two weeks?) even if there are several counts (that is, several injured or almost-injured victims in a single incident).
A successful murder or any further unsuccessful attempts, or an unsuccessful attempted mass murder (i.e. trying to destroy the entire ship or bomb a room full of people or something like that that involves more than, say, 4-5) could involve being kicked off the party bus as already planned.
That would allow for characters to get their antagonism on (specifically in the form of nonlethal fights) while also having time to learn that they need to be able to curb their own behavior.
However! I am personally also cool with the decisions you've made as stated. I just wanted to suggest this as maybe an option to consider if you do wind up weighing other ideas.
ETA: After reading over a lot of this, I think further clarification on "going out to murder" might also help alleviate some of the confusion that I'm seeing.
I have the feeling that many people who are asking about "intent" are most likely talking about a potential killer being intercepted in the hallway or by a roommate long before they ever reach their intended victim, and the mod team might be thinking of a friend of the murderer jumping in front of the victim or catching the attempting killer's arm as the knife is coming down.
The former seems less feasible to punish in any way than the latter, since... in the "intercepted in the halls" case, how does anyone outside of the parties in the conversation even know that there was "intent"? It might make the Captains seem much more draconian than intended, because they would have to be actively monitoring every interaction between characters to catch something like that. PONDER PONDER.
I generally think it's a good idea to vastly simplify the justice system, have a meaningful punishment for actual legit murder, and have the rules and punishments come directly from the captains and with reference to the contracts, though. Hopefully the minutiae of what does and doesn't count can be worked out.