My character name was Rennac or something like that if I remember correctly... Can't remember the guy I was robbing. Also, you say half of the people want to be thieves, yet every time I've been online, all I see are cat-people, who have nothing to rob, a few odd knights and maybe a dark elf too...
My character wasnt exactly a thief... Just a mercenary who just needed money for food and whatnot. And since he had no clients, he had to resort in stealing.
Ok, clarification: Like half of the people try to be thieves or assassins and then get banned. The rest hang around. There are all of two cat-people in existence (there was a third but he sucked and got banned). I haven't actually seen any dark elves yet.
Rennac, huh... sorry man, it doesn't ring a bell, although I'm pretty sure any ban you ever had was lost in one of many server crashes.
Have you ever heard of or taken a look at how D&D works?
It's actually p fair in terms of what you're talking about.
Now that I think about it, almost all of the problems listed here could be solved by adhering to dice controlling whether or not an action succeeds or not.
DnD RP anyone?
The issue is that some people would rather have it based on cunning and/or telling a sort of story rather than having random numbers controlling everything. Can't please everyone.
Heed brings up a good point though. Playing fair is never anyone's objective, because there's always that one guy who "takes on the powers of darkness", and is therefore invincible. I mean you ban a guy for stealing something, but the RP system by order of word, you argue, is more fair. Seems ironic to me.
And your version of idiocy sounds more like " my way or the highway."
We actually had one of those guys as a super admin for a while. He got a hefty talking to and he and everyone who had to OP themselves to survive him all got nerfed just the other day. Essentially the system puts "fair play" up to the administration, and if you get stuff administration, that sorta causes some problems.
Usually the bans aren't long, and we lose a lot of them due to server crashes.
Noedit.
Seems ironic to me that you're hellbent on giving players time to react rather than the simple means to react.
If I was a visitor to any RP, it would be more enjoyable if everyone had the same opportunities and abilities. This is what makes the RPG system more fair, in that everyone can rise to power by their own abilities.
The issue is that RPs (or at least this one) are for telling a story, and if you don't tell a very good story, you're not going to accomplish much.
Make things up as you go, but have it based on some base skills and luck. Then, you get a number, and determine whether some action succeeds, or how effectively it is done, based on how ambitious it is, and some general traits of the characters in question. If their back is turned when the attempt is made, it's more likely to succeed, but they would have a better chance if they had, for example, good passive perception.
You can come up with how the probability should work out on the spot for any arbitrary action, then get a conclusive result from chance instead of ambiguous decision-making.
See above storytelling note.
Strangely, some folks with far more absurd plans can get away with it just for the sheer humor value of the results.
The challenge comes when you have to set aside the information you know which your character does not. If the pickpocket is highly successful (say, they roll a 20, and that means they succeed without being noticed at all), and there isn't anything else to suggest who did it, the victim is not allowed to hold a mysterious grudge and go after them.
In my opinion, combining role-playing aspects with a relatively simple system of numbers and anticipating the result of the dice is way more appealing than trying to RP by words alone.
We have anti-meta rules against the first one already for things like plotting and planning against other characters.
The idea here though is that this RP essentially is one prolonged storytelling session and words are the essence of the story.
Again, this server probably isn't for some people.
Important note: The chances are decided by multiple people before the result is rolled, not just by the person who rolled it or after the fact. That would defeat the purpose and keep the whole situation as annoyingly arbitrary as what you're doing now.
What are you trying to propose, here, exactly? You're starting to confuse me.
Because you're playing RPGs focused only on combat. In DRPG, the goal was to grind all levels to max and get the best combat gear so you could kill everyone and they couldn't do anything to stop you. It was combat focused. However, there are certainly ways to create a medieval/fantasy RPG with both combat and non combat.
An RPG with combat can still have other ways to solve problems, which is essentially the goal for my PRPG.
Non combat scenario: A random event happens and your town's crops get diseased. If you can't cure them yourself, maybe hire an alchemist to create a potion that will cure them. Then that alchemist might hire someone to sail to another island to get ingredients. That island is then run by another player who harvests the ingredients and sells them. Business is done and the crops are eventually cured.
Combat scenario: The same event happens and the crops are diseased. This time, the head of the town instructs his soldiers to go out and get the materials needed for the potion. They head out to that island, but the merchant is charging 3x the normal amount for the ingredients. The soldiers don't have time to argue, and kill the merchant and take all the ingredients. As a result, the crops are cured, but the two islands start fighting.
By presenting scenarios that aren't solved directly by a sword, players are encouraged to try other things. The diseased crops scenario requires a potion to cure them. You can't just swing your sword and cure the crops (well, unless you have some holy blessing). You're required to get the potion or lose all your source of income. The nature of this event opens up a variety of paths because of the many steps required to complete it. When combat becomes an option rather than a necessity and when there are penalties to fighting, players might be opt to try something else. There's nothing wrong with combat scenarios, but when that's all an RPG has, it's going to wind up being entirely combat focused.
The issue with your rpg scenario is that it will be riddled with meta. People will know things far beyond what their characters will have the legitimate ability to find out. It will not work for a real roleplay, at least not on any large scale.