PvP roleplay - bountyhunters/tag alongs
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So with recent events, hearing things and talking with a fellow player, I thought I'd make this thread to discuss how bounty hunters/people who tag along, who pursue other characters should act/roleplay.
I was told awhile ago by the DM's that there needs to be roleplay between the people you are pursueing or about to fight. I put more emphasis on pursuers in this scenerio because more often than not there seems to be a large number of players who pursue others or tag along with others - to hunt someone else that they have never roleplayed with, or never even heard of.
Im not complaining or pointing out any situation, and this has happened for both good and evil but it seems there is often little or no interaction with such players who either tag along or "want the bounty". Now Im guessing its perfectly fine if its only one or two people following the others who are hunted said individuals where there has been roleplay before, but what if theres more than one or two? Is it alright then?
That said, this thread is to discuss how players who pursue bounties or tag along with others can better learn how to roleplay with the people they are actually pursueing, and not just hack and slash when told too, no roleplay at all.
Or I am just talking nonsense?
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Doesn't matter if its for a "bounty" or not.
if there is a perception of "officialdom" in some posse, many people will tag along because that way they get to whoopass for free on some PCs. -
Personally, I say that when you've got mobs hunting for you, it's best to just run to ground and wait for things to die down. I hate being on either end of a mob of bounty hunters usually. I think the best solution is for people who are gathering others for a bit of bounty-hunting don't just invite everyone and their dog along but those who have "experience" of who they're dealing with. It's IC enough - although if you do do something big and bad enough as a criminal, you're likely to get a whole pile of people coming after you one way or another anyways.
Think of it like GTA, you don't always want to get loads and loads of heat.
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Or I am just talking nonsense?
Nah, you preaching to the choir bro.
But, what ya gonna do about it? Its how its always been. I've had a front row seat in the largest team uninvolved ganks ever. Saddly, most people just go with the flow in hopes of grabbing that phat loot of your character's. Just gotta adapt.
(there's also that "you hurt a friend of a friend of a friend" thing too)
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I understand its always been like this, Im just hoping this thread will reach that audience with -suggestions- and ask themselves:
Why is my character with these people?
What do I hope to gain out of it?
How can I make it fun / roleplay with those Im pursueing?
Not everyone is lucky enough to avoid the mobs/be caught by "ganks", so Im hoping some suggestions can be thrown out, cause even I want to hear them.
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If it were possible to leak them suggestions from the forum sure, but most people that are involved being uninvolved don't seem to be much involved with the forums. I mean, we have suggestions all in the Player Resources forum since this falls under almost every "How to Roleplay PvP/Evil/good/etc. topic ever.
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Akdul came along as the Cult ended, so we weren't really able to get him into it; but I think that the Slime Cult may be the first, or at least an example of an extremely rare villain type. We didn't really get people coming after us, because they were actually afraid to do so. Why were they afraid? Because we didn't tolerate the gank squads. FD the leaders.
At the same time, we didn't really ever go around killing people we had no interaction with, but unlike most villains, we didn't sit around and wait while Paladin X and Vigilante Y made sendings and made bulletin posts about their bounties or their intentions to capture us. A villain is traditionally dead when he's caught by team good, the same goes the other way too.
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What is the biggest problem is when old characters returning when something big is going down or a change maybe happening.
You said to yourself ' Where the hell did I see that Character in the last 1-2 months and what has he to do with what is happening? '.
I believe names should be left out of this thread, as not all agreed with how some groups when about what they did and the outcomes.
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I remember seeing quite a bit of this during the civil war and afterwards (back when my interest really piqued) however it's /very/ hard for some people to differentiate what they need to take down bad/good guy X when on an OOC level they know they stand next to no chance of winning in small combat.
This comes, at least from my eyes, when you see the player list and see double digits next to a character's class. Supposedly levels don't matter in RP but they do in combat and when you know beyond a shadow of a reasonable doubt there's little chance your level 6 (insert class here) is going against a team of 4+ people that /start/ three levels higher than you do, your first instinct might be to form gank squads.
However that's one outlook on it; by and large, I know people sometimes just want a reason to be somewhere and hopefully get something out of it other than made into a smear on the landscape. I had that problem a lot when I was DMing a zombie server. . . Someone would get to Near Death and the buzzards would start circling even though the environment was ridiculously dangerous and when that person fell, they tore at the remains like a group of loot ninjas.
I think Awesomeman has the basic idea down. . . Or if not FDing people (which I, personally, don't enjoy) just confusing the ever living hell out of everyone and boring them back into the city and wait for things to die down. Have one person in every city sending sendings via message boys while you make your escape off to some undisclosed location.
As far as I've known, Gank Squads have always been a CoA staple. I'd welcome a change but it's understandable why they form. Not everyone has (XYZ Perk or ability/ally) to back them up.
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Being infamous and notorious -will- bring people after you, it's the price for being an awesome villain. Yes it -does- suck to be killed/caught by someone you've had no interaction with, but it is because of the awesome actions you made before that you become someone to chase for everyone.
It's happened before, it'll happened again. And if there is a bounty on your head you are essentially free game as long as it's all done ic and played out fairly ooc.
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Well clearly this comes from last nights actions.
IC actions have IC reactions if you don't want to be hunted by peaple you have never interacted with don't kill there friends or annoy them would be my first answer.
My second answer is try interacting with them before it gets to the pitch forks and burning brands bit it's not the mobs fault if the monster hasn't met them they are the majority.Lastly if you are being hunted run and hide mobs get bored and break up if they don't find the victim quickly.
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Well, going after threats you've only heard of is the premise of most of the scripted quests. You go after vaguely described undead you've just heard of in the Crypt. You go after bandits with poison you've never heard of heading for Arabel. You go after a band of goblins you've never heard of holed up in the basement.
So people going after, for instance, a demon-worshipper they've never heard of is not that surprising, it's what these characters do all the time. Only, this time the demon-worshipper is a PC… but still, they're being consistent in their roleplaying.
@AWESOMEMAN:
We didn't really get people coming after us, because they were actually afraid to do so. Why were they afraid? Because we didn't tolerate the gank squads. FD the leaders.
FDing the leaders had less to do with it than the futility of coming after you. You were perceived as unbeatable (and the fact you weren't beat until you chose to kind of makes that a valid perception), therefore people coming after you would be wasting their time, giving you free loot, and potentially losing their character.
It boiled down to, you don't go after the Slime Cult with PvP combat like you don't go after an Elder Flame Elemental armed with only a torch. -
in my experience the only time i have ever managed to interact with any of the evil/outlawed/cult/ necromantic/whatever pcs have been when they have launched an attack on me from a position that i couldnt respond effectively to.
2 exceptions to that - when the cult allowed themselves to confront a gnak squad on calantars way. that was discussed ooc and of the 15 gank squad 12+had ic reasons to be there. to be honest i was amazed that the cult turned up at all.
The other was when i realised that something that i knew about ic was going down but wasnt included in the sting, but the guard alerts gave me a heads up that something was going on so i was able to ambush hornwood/raslyn after someone else had failed to assasinate them.I failed too! :wink:
BUt the point i am trying to make is typically it is the 'evil' player will tend to have the advantage as they actively go out buffed looking for trouble, whereas the 'good' player tends to be more obvious in their gathering people to gether via sendings etc. So 'evil' has forewarning usually that they are being hunted and can choose to react or run, as appropriate?
I might be wrong here, but this is the perception i have.
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@Amy:
… or annoy them ...
It's okay to gank people because they annoyed you, now?
I have no real input on the subject, other than to say gank squads aren't much fun. It sucks to be killed by one (even if it is democratic. One man, one rock) and it's not much fun to even be in one. How do you stand out of the crowd when you are literally in a crowd?
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Gank crowds are, every time (in my experience), the result of ic actions and well deserved infamy. You can only bully, threaten, murder and steal for so long before people decide (ic-ly i hope) 'ENOUGH' and hunt your ass down.
Friend or ally of someone whose ass you kicked might be there even if you don't have any experience with them, someone you've had experience with may have had a lot of experience with them, making them involved even if it's not through you personally.
I've been the victim of quite a few gank squads tbh, and it's best to deal with it where it belongs, in characters. That a gank squad is being sent after you is usually a big compliment.
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Sorry i need to act here
Let's say the following
Someone beat up your best friend or girlfriend (whatever) Your going to come to their aid for the defense you hurt someone close to you.
If anyone hurt a hair on my grandmother's head i know at least 50 people who line up to take swings at that person. whether they know the person or not.
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Sorry i need to act here
Let's say the following
Someone beat up your best friend or girlfriend (whatever) Your going to come to their aid for the defense you hurt someone close to you.
If anyone hurt a hair on my grandmother's head i know at least 50 people who line up to take swings at that person. whether they know the person or not.
By that same logic though, you're generally dealing with some very immoral people whose IC reaction (just as could be the IC reaction for people who knew the victim) might just be to make an example of people trying to cause them trouble. The bad guys though are - at the very least - discouraged from acting on such impulses while at the opposite end of the spectrum it's almost always a "get everyone we can so we stand a better chance".
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Like some people have mentioned, I think we're missing the OOC aspect of the whole ordeal. A lot of the playerbase is reactive and usually considered "neutral" in terms of their character's morals and whatnot. Those who tend to delve into either extreme obviously grab the attention of these neutral characters, and as thus they react by usually sidling more along with the goodly folk. As an OOC reaction, even, as they most likely just feel safer and more likely to survive, more than IC in a lot of cases. Although not all the time, but even if it does happen to relate to a character's interests to saddle along with the crusaders than my point still has ground.
Why? Because that's just how people are. Even the Neutral alignment descriptions always say, in some way, that "Yeah this alignment is neutral, so they don't necessarily fight for one side or the other, but out of convenience they will usually rather have a 'good' neighbor as opposed to an 'evil' one."
Solution? Make some evil gank squads perhaps. Just because you're evil doesn't mean you can't have a network of allies and have to hate everybody who isn't in your small "evil" clique. Hire thugs, mercenaries, cutthroats, or what have you. Or, just accept the fact that this is how human nature works. The term "lynch mob" came into existence for a specific reason, and you don't normally hear stories in the paper about groups of criminals marching through town to lynch someone. It's always random citizens grouping together to lynch a criminal, or criminals.
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@The:
Solution? Make some evil gank squads perhaps. Hire thugs, mercenaries, cutthroats, or what have you.
I'm okay with this.
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