11-26-2010, 09:47 AM
So I had a few ideas for slave rp lately, and I'm interested in carrying this out on Skipper. It would probably work like the first time where they attack a passenger ship and seize the slaves. However, there would be one big difference: there's no fighting on deck, instead Skipper and Butch would blast the ship out of the waters and pull survivors out of the wreckage, any survivors would instantly become slaves and branded as such.
Such an event, I believe, would not rely on role fighting but trust and roleplay. I don't think rolls could control the sinking of a ship, and if you didn't comply then you would certainly drown at sea. Also, so the event doesn't deter anyone, I would say there'd be no character warnings for death. That's just my own personal rule.
What I want to focus on, however, is how the slave roleplay would work.
You would not be sold to another player after. Or at least, not immediately. This reduces the chance of being freed right after being enslaved.
So what's the alternative? Being used for forced labor for Skipper.
You would be released into the Bay and left to your own devices to find work and make a certain amount of gold per week to give back to Skipper. A collar will be left on you that works by a radio proximity thing. It pretty much shocks you if you approach a certain area, like say the gates to the bay. It's like the invisible fences for dogs. You'll be restricted to the bay so long as you wear the collar.
The collar and a brand would mark you as a slave. If you solicit people to try and remove the collar then bruisers should be suspicious. Also even without the collar if you try to leave the bay and the mark is quite prominent I do believe bruisers would bar your exit, unless if you fooled them into thinking it's just some tattoo, or you're some former slave, or you cover it.
Note though if you manage to escape the bay and get rid of the collar I do not think it makes you automatically free. What I mean to say is that if you go back into Steamwheedle areas and Skipper sees you she can call you out for being a runaway, and she has the documentation to back it up.
This should work for people who OOCly want a lasting slave roleplay. You can also plan ways to escape it and ways to get out, and you'd definitely be a free person in your faction's territory. I just do not think though that you can return to the Bay afterward without risk of being forced back into slavery.
Eventually you might also get a chance to be free by being sold to someone else, if you wanted to leave the roleplay, that is. We won't force you to keep up with roleplay that is boring.
Extra notes:
I could imagine the slave rp would not work well if you want to throw in a very defiant character. Slaves that aren't pulling their weight will most likely be beaten. Slaves that are too troublesome may also be confined in solitude and deprived of food and water. Putting up too much of a struggle may also get you killed.
Also I would not allow a lot of slaves on board for voyage, to prevent the chances of a slave rebellion on deck.
Work would include anything you can do for other people that could get you money, like heavy lifting, growing herbs, working at the blacksmith and so on. The only jobs we don't endorse for the slaves to do are ERPing, this is because ERP is more of a personal thing between players, so that's up to the player and not for me to endorse.
This seem okay?
Such an event, I believe, would not rely on role fighting but trust and roleplay. I don't think rolls could control the sinking of a ship, and if you didn't comply then you would certainly drown at sea. Also, so the event doesn't deter anyone, I would say there'd be no character warnings for death. That's just my own personal rule.
What I want to focus on, however, is how the slave roleplay would work.
You would not be sold to another player after. Or at least, not immediately. This reduces the chance of being freed right after being enslaved.
So what's the alternative? Being used for forced labor for Skipper.
You would be released into the Bay and left to your own devices to find work and make a certain amount of gold per week to give back to Skipper. A collar will be left on you that works by a radio proximity thing. It pretty much shocks you if you approach a certain area, like say the gates to the bay. It's like the invisible fences for dogs. You'll be restricted to the bay so long as you wear the collar.
The collar and a brand would mark you as a slave. If you solicit people to try and remove the collar then bruisers should be suspicious. Also even without the collar if you try to leave the bay and the mark is quite prominent I do believe bruisers would bar your exit, unless if you fooled them into thinking it's just some tattoo, or you're some former slave, or you cover it.
Note though if you manage to escape the bay and get rid of the collar I do not think it makes you automatically free. What I mean to say is that if you go back into Steamwheedle areas and Skipper sees you she can call you out for being a runaway, and she has the documentation to back it up.
This should work for people who OOCly want a lasting slave roleplay. You can also plan ways to escape it and ways to get out, and you'd definitely be a free person in your faction's territory. I just do not think though that you can return to the Bay afterward without risk of being forced back into slavery.
Eventually you might also get a chance to be free by being sold to someone else, if you wanted to leave the roleplay, that is. We won't force you to keep up with roleplay that is boring.
Extra notes:
I could imagine the slave rp would not work well if you want to throw in a very defiant character. Slaves that aren't pulling their weight will most likely be beaten. Slaves that are too troublesome may also be confined in solitude and deprived of food and water. Putting up too much of a struggle may also get you killed.
Also I would not allow a lot of slaves on board for voyage, to prevent the chances of a slave rebellion on deck.
Work would include anything you can do for other people that could get you money, like heavy lifting, growing herbs, working at the blacksmith and so on. The only jobs we don't endorse for the slaves to do are ERPing, this is because ERP is more of a personal thing between players, so that's up to the player and not for me to endorse.
This seem okay?