Go back to previous topic
Forum Name Gameplay
Topic subjectRE: Trib Law and Consequences
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=68882&mesg_id=69014
69014, RE: Trib Law and Consequences
Posted by Tac on Wed 31-Dec-69 07:00 PM
>I can see what your saying here, however I dont understand
>why it is OOC. When you make the decision to break the law and
>become wanted IC, do all these guards magically appear from
>nowhere? No, they are and have been there the whole time long
>before decision was made to break the law. These consequences
>are known at that time, so IC your character has to put up
>with it.

That's the thing though. IC my character probably enjoys killing guards. IC guards probably aren't 100% suicidal. IC, guards in areas that aren't protected areas really shouldn't give a crap about a WANTED flag, especially when it is suicidal. My character might be perfectly happy to mow through guards. But I, the player, find it tedious. My character has no IC explanation for shopkeepers being un-killable and un-lootable, but as a player I've just made buying stuff real annoying for myself.

>If you don't want to put up with this annoyance then
>don't break the law, if you want to go on a mage slaying spree
>where ever you find them, well that's the balance of power
>sure you get double the mage kills, but you get wanted to.

If I, as a player, don't want to be annoyed, then don't break the law. If I, as a character, wouldn't care about laws, then suffer through the consequences as a player, even if they have very little effect on my character. Yea. No thanks. Especially because the "consequences" I'm concerned with continue to be annoying even when there are not Tribunals around.