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Room Disruption
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<blockquote data-quote="Tharivious_Meliamne" data-source="post: 2564528"><p>I would also think that the severity of the fight would and should apply to this. A fight without weapons done only with fists and feet, for instance, would be less of a challenge setting-wise to justify than a full blown arms race of blades and magic. Unfortunately, this falls into that same subjective line as has been mentioned on other matters.</p><p></p><p>I'd agree that an extended fight should qualify, but the question then becomes how we define extended. Number of actions taken? Number of injuries? Length of real-time? A number of factors enter into any of these, and leaving them to be subjective only leads to more problems and more time used that would be better placed elsewhere.</p><p></p><p>If a character is unwilling to enter a fight (and their player is, naturally) and tries to evade leaving in an attempt to remain in a presumed 'safe zone', it makes matters more difficult on the player of the agressor in attempting to move the target out, adding to all three of the factors mentioned. I've seen a number of cases like this occur as an observer and while being among an agressor's allies in another, and this does add a bit of a strain when constraints are placed on what is excessive regarding time.</p><p></p><p>Combats/attacks have been subjective for as long as I've been around the chats. I remember the days when one character was on a killing spree and would day-to-day slit the throats of his victims in the non-combat rooms while a WizO was on, and I've seen others enforce non-combat rules far more strictly to the degree of issuing soft-warns for a brief altercation that was leaving the room already. Setting an arbitrary and absolute guideline would help with this as it could take some of the edge off of the players' shoulders knowing the exact parameters that they have.</p><p></p><p>It does, as Ricohard said, come down to whether it's handled reasonably and respectfully in character in many cases. I know my first instinct as a player is when combat begins, suggest in character a change of scene and move to the proper combat room, and vice versa once combat is over, but in both cases there are in character circumstances that can prevent this, and being a roleplaying site, penalizing players for maintaining in character integrity seems overly harsh in some cases. But again, this is unfortunately a subjective matter, making a ruling based upon it unwieldy at best.</p><p></p><p>I would suggest the following as basic tenets for what would and would not constitute room disruption for combat, from my point of view at least:</p><p></p><p>Not - <ul> <li data-xf-list-type="ul">Pursuit of an unwilling character (of a willing player), when it does not directly interfere with others not involved in the situation who do not wish to become involved.</li> <li data-xf-list-type="ul">Brief, weaponless scuffles, as long as they are small in scope and not raging bar-room brawls reminiscent of pro-wrestling matches.</li> <li data-xf-list-type="ul">Single strike assassination attempts, as long as the blood and gore is kept below the normal for even the combat rooms and is done respectfully toward other characters present in a way so as not to draw massive attention (as true assassination attempts should avoid doing).</li> </ul><p>Should - <ul> <li data-xf-list-type="ul">Sweeping bar-room brawls as mentioned above, the kind with tables and chairs being used as weapons and battle platforms, using other patrons as shields when they aren't involved in the altercation willingly.</li> <li data-xf-list-type="ul">Prolonged weapon battles lasting more than a handful of strikes without exiting the room, which is just needless and messes up the floor. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></li> <li data-xf-list-type="ul">Flashy spell duels, especially when using area of effect spells that could easily end up including unwilling patrons.</li> <li data-xf-list-type="ul">Assassination attempts that go on, and on, and on in needlessly long detail simply to attempt to draw as much attention as possible.</li> </ul><p>I'm sure there are others, but I'm a bit tired at the moment, so I can't think of more right now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (Looks like the post of a tired person, eh?).</p><p></p><p>As for non-combat situations that could be considered room disruption, it does fall into the subjective realm. Cases where a scene between a small subgrouping of characters can polarize an entire room could fall into this category by some definitions, but other cases of the same thing would fall into good roleplaying. An old example from my own experience of this was an ocassion where Tharivious had gotten into an argument and drawn the interest of over half of the individuals of the tavern, who rallied around it. It got the room going, distracted some from what they had been doing, but it was from the feel of the incident rather than intrusiveness. It was a pure case of roleplaying and remains one of my favorite moments playing the character. At the same time, by some standards it could have fallen into the category of being disruptive.</p><p></p><p>Jardel and Dontella pretty much said what I would say on most of those matters, so as rarely as I get to say this, I agree with both of them on this one.</p><p></p><p>Wow that got long. Now, off I go. :zzz:</p></blockquote><p></p>
[QUOTE="Tharivious_Meliamne, post: 2564528"] I would also think that the severity of the fight would and should apply to this. A fight without weapons done only with fists and feet, for instance, would be less of a challenge setting-wise to justify than a full blown arms race of blades and magic. Unfortunately, this falls into that same subjective line as has been mentioned on other matters. I'd agree that an extended fight should qualify, but the question then becomes how we define extended. Number of actions taken? Number of injuries? Length of real-time? A number of factors enter into any of these, and leaving them to be subjective only leads to more problems and more time used that would be better placed elsewhere. If a character is unwilling to enter a fight (and their player is, naturally) and tries to evade leaving in an attempt to remain in a presumed 'safe zone', it makes matters more difficult on the player of the agressor in attempting to move the target out, adding to all three of the factors mentioned. I've seen a number of cases like this occur as an observer and while being among an agressor's allies in another, and this does add a bit of a strain when constraints are placed on what is excessive regarding time. Combats/attacks have been subjective for as long as I've been around the chats. I remember the days when one character was on a killing spree and would day-to-day slit the throats of his victims in the non-combat rooms while a WizO was on, and I've seen others enforce non-combat rules far more strictly to the degree of issuing soft-warns for a brief altercation that was leaving the room already. Setting an arbitrary and absolute guideline would help with this as it could take some of the edge off of the players' shoulders knowing the exact parameters that they have. It does, as Ricohard said, come down to whether it's handled reasonably and respectfully in character in many cases. I know my first instinct as a player is when combat begins, suggest in character a change of scene and move to the proper combat room, and vice versa once combat is over, but in both cases there are in character circumstances that can prevent this, and being a roleplaying site, penalizing players for maintaining in character integrity seems overly harsh in some cases. But again, this is unfortunately a subjective matter, making a ruling based upon it unwieldy at best. I would suggest the following as basic tenets for what would and would not constitute room disruption for combat, from my point of view at least: Not -[list][*]Pursuit of an unwilling character (of a willing player), when it does not directly interfere with others not involved in the situation who do not wish to become involved.[*]Brief, weaponless scuffles, as long as they are small in scope and not raging bar-room brawls reminiscent of pro-wrestling matches.[*]Single strike assassination attempts, as long as the blood and gore is kept below the normal for even the combat rooms and is done respectfully toward other characters present in a way so as not to draw massive attention (as true assassination attempts should avoid doing).[/list] Should -[list][*]Sweeping bar-room brawls as mentioned above, the kind with tables and chairs being used as weapons and battle platforms, using other patrons as shields when they aren't involved in the altercation willingly.[*]Prolonged weapon battles lasting more than a handful of strikes without exiting the room, which is just needless and messes up the floor. ;)[*]Flashy spell duels, especially when using area of effect spells that could easily end up including unwilling patrons.[*]Assassination attempts that go on, and on, and on in needlessly long detail simply to attempt to draw as much attention as possible.[/list] I'm sure there are others, but I'm a bit tired at the moment, so I can't think of more right now. ;) (Looks like the post of a tired person, eh?). As for non-combat situations that could be considered room disruption, it does fall into the subjective realm. Cases where a scene between a small subgrouping of characters can polarize an entire room could fall into this category by some definitions, but other cases of the same thing would fall into good roleplaying. An old example from my own experience of this was an ocassion where Tharivious had gotten into an argument and drawn the interest of over half of the individuals of the tavern, who rallied around it. It got the room going, distracted some from what they had been doing, but it was from the feel of the incident rather than intrusiveness. It was a pure case of roleplaying and remains one of my favorite moments playing the character. At the same time, by some standards it could have fallen into the category of being disruptive. Jardel and Dontella pretty much said what I would say on most of those matters, so as rarely as I get to say this, I agree with both of them on this one. Wow that got long. Now, off I go. :zzz: [/QUOTE]
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