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Reigen Revisits: Character Warnings
#16
Do you suppose it's okay for a guild to issue an internal Character Warning?

As much fun as I have with stating a steep and mortal peril if a given character continues to, say, breathe, it tends to spoil the surprise in cosmic horrors crawling out of the walls or a group of bloodthirsty champions of justice rip the door off its hinges.

It's a darkly liberating feature of my storytelling style that you can do anything and anything can happen.

I haven't been an active narrator for quite some time, but if I were to resume, if every member were to consent to this part of the guild, could we suffice it to say that they signed the dotted line?
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#17
Lost, I would say less of a internal guild CW, and moreso just give one at the start of any major RP or events. A solid raid warning at the start, just to give people the idea that THINGS WILL GO DOWN.
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... as will your valiant hearts.
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#18
Back in the day a bunch of us used to issue blanket character warnings on guild posts, and then at the start of almost any RP scenario even if it wasn't necessarily likely that anything would go down, but rather it helped to keep some air of suspense in each interaction and it helped folks who weren't comfortable with potential trouble to steer clear.

I was never too overly in love with character warnings as they became troublesome in certain situations, such as what if someone happens upon you doing something illegal and notices your identities, without much of a practical means of escape, and yet if they don't accept the character warning you're now stuck with someone who you should ICly deal with and would ICly deal with but cannot because they aren't game for it.

Luckily most times you can sort something out OOCly like retconning the interaction or pretending their character is a nameless NPC and not actually there, but sometimes GM intervention was inevitable.

Still I think on the whole character warnings are a good tool to tone down drama and keep things under control, and have done a lot more good than bad.
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#19
(06-20-2013, 09:23 PM)McKnighter Wrote: The way I see it, rejecting a CW is a 'get out of jail free' card for people who don't want to submit their character to possible death or any other major wound or traumatic event. Otherwise, if you don't find a way to leave the area ICly, you're submitting yourself to the CW which means that any sort of lore/game breaking move to escape are prohibited. What would be annoying is if someone accepted a CW, then as soon as it looks like said person might lose a fight to the death, they find some wacky way to get out of it.

I find trying to escape after accepting a CW is... Annoying. I'd prefer if it was set in stone that a character can decide to either escaping or staying to meet the warning. Honestly, I'm fine if someone wants to escape, but explain OOCly what their plan is so that I can give my piece on it.

Best suggestion to make CW's have less drama is to specifically have a detailed conversation with CW'er and CW'ee, making sure they know what's about to happen for both parties. If they can't come to an agreement, then just say the CW is rejected and the receiving party departs. It doesn't have to be difficult or a terror process as long as communication is applied. :)

When you say trying to escape after accepting a CW, do you mean purposely (oh noes I don't want Examplus to die, even though I agreed to it! I changed my mind!) or intelligently (my character is rational and will try to escape, but it will be useless, they're gonna die anyways, luls)?
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#20
I think he means people more DCing which was the problem for a while back in the day. A CW would be issued, stating that either physical harm would be rendered or even death, then midway through the RP when someone would actually realize "Oh shit my character is gonna die" they'd randomly log off and not come back... then would be on RP at Booty Bay or somewhere.

Happened a lot.






Back on topic... I think this should stay the same. Assume when you're getting a CW, if you continue, something bad will happen. Knowing what, how, or why should be left up to the RP scenario. If you are GIVING a CW, know that it could go both ways, -and- that the person has a right to bow out. If they bail in the middle of it...it's not cool, but try to roll with it and discuss it with the person when they pop back on. However, don't get in their face or be a jerk about it.


Respect, respect, respect, communication, communication, communication. That's really what everything here boils down to.


Edit: Also, made sure CW's are clear. Don't blanket them, meaning don't say "Well it was on the forums" or "Well, you should know associating with us leads to that". Make sure people know your intent and that they are cool with it. Communicate. It's respectful to do so. As I said before, heh.
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