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S2Rp and how we can fix it (Repost)

NanCi_

Radio Bob Approved
Banned
Joined
Mar 26, 2023
Messages
324
(This is a repost since i posted it in the wrong area)
Hello,

I haven't checked whether I am the first one to talk about this or the most recent at most however I would like to speak about the S2RP and rules behind them more so for the case of how limited they are for interpretation of the player and the game master possibly overseeing it.

I will go over a few takes that have been discussed before and everyone can discuss further on.

Drugs / food boosts

As everyone knows boosts on a roleplay server are not fun and in most cases the victim can not do anything. The drugs usually roleplayed poorly for the only thing for them to roll out that they are a drugged up donkey is the 31 strength roll while looking like a raisin in the description. They are not fun to deal with and if you think otherwise i'd like to hear your side of things. Not even skillrolls are fair as they are in the same case as the regular attribute rolls. Gabriel ainsworth in city eight ran 13 strength, 13 agility, 9 perception while having a total of 30-40 guns (around 20 from boosts) and a wopping total of 78 melee and 78 speed boost. YOU CAN NOT WIN AGAINST THAT. Imagine a 3 year character surviving all kinds of hell to get whopped because a guy poorly roleplayed being doped up on transhumano.

This goes for food as well since they have no negatives AT ALL. You eat like a pig and you come out as a king. You eat some black pills and now you are running max attributes even with the complete nerf on all drugs with no negatives at all. Expensive to make but no roleplay potential at all. Okay... maybe its funny if you sold that shit to a loyalist and you see a beefcake callaway running around with max stats whooping slummers.

Possible solution :
There needs to be someway of dealing with it as in having a sort of "tax" on attributes during s2rp situations. If you have more than 6 without boosts you lose 1-2 attributes anything about 8 or 10 loses a high amount like 4. You see where im getting at? There needs to be a chokehold on what we accept in roleplay a sort of diminishing effect. Not even that but during the S2RP situations has to have a certain turn limit on the potency of the drug so loyalists or slummers dont have to fight said people for the next 5 minutes.

Less important solution :
Add more descriptive RP effects that don't appear but are more so what your character would feel , smell or act like. Yes the drugs have negative effects so you could come up with interpretations or basic understandings but I feel like its not enough. You took transhumano so you are powerful but stupid? What does that mean in an s2rp situation because NOBODY USES /roll intelligence so does it either make me super stupid enough to bash my ally with a hammer or can i legit not do 1+1 ITS ALL ABOUT INTERPRETATION AND IT DOESN'T WORK OUTSIDE OF REGULAR ROLEPLAYSITUATIONS.
I have heard about mindblow / mint working on the drug / health update but im speaking more so for the GM side of things and dealing with attribute whores.


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Universal health point system


sorry for the ass cheeks sub title.
Gabriel ainsworth has an axe. He has 90% chance of hitting a crit because he decided to have 78 melee as a boost. What are you doing when you are losing? Nothing you die on the first turn. If he doesn't kill you on the first he'll kill you on the second.

GMs are like a bunch of apples. When it comes to health systems they choose it like trying to see if the witches apple will poison me.
Some use some broad 3 point system and some use our current health system. We won't speak about the S2RP sessions without GMs because then its just the health system.

Possible solution :

There needs to be a universal system for all players and GMs when it comes to a sorta exchange system. What creature are they? Human (10 points), Vort (15 points) , Le creatura (???), Do they have armour? Tier 0 (1 armour point) , Tier 1 (2 Armour points) Tier 2 and 3 so on.

Timescale and turns :

So... you got into a fight , you're winning / getting beaten the shit out of and people come to rescue / cause more trouble than its worth. The current system is : Whoever attacks first goes first and then so on but what happens when more people hop in. Whats the order then? We already know that keeping a track of everyone joining / leaving is a pain in the ass so there has to be a recording system. GMs and players can't be going around nilly willy into fights even with the supposed "timescale" that gets skipped after 1 turn.

Speaking of timescale. There needs to also be some kinda solution based on agility / speed roll if you want to hop in the fights and maybe alerting GMs with a @. There isn't exactly a proper "timescale" to go off as I can either for you to wait 2 turns or 10 turns realistically and you'd have to cope as realistically you wouldn't be able to respond to a situation 2 miles away in 2 minutes and stop something from happening if you understand.

Possible solution for timescale :

Add a delay system if the people jumping in the fight weren't there when it happened of up to 5 turns that can be decreased by 3 or so turns with agility ranging from 2 turn waitin period (20 speed) speed , 3 turn waiting period (15-20) , 4... and 5... and so on.

Possible solution for turns :

When the group becomes atleast 5-7 players with some people in timescale force everyone to roll either an agility / speed skillroll either natural or without boosts then determine the order for everyone that wasn't there that initiated the fight. Its simple and gets the job done. Jot their name down on notepads or some shit and continue s2rping. Not every GM records everything down like a geek so this system could help a lot.

Pay 2 lose :

Controversial since this suggestion is completely against pay 2 lose. We don't want to die and want to live on our shitty characters for as long as possible. No point hiding it as most of us do this.
A guy sneaks up to you and sneak attacks you with a motherfucking hatchet! Wow! you just got done and now you have to roleplay bleeding to death? I believe there was a rule about insta killing players and this is not a jab at roberts but how am I supposedly wanting to RP this out? My arms been hatched and this is willard so do I pretend that the hatchet cut a bit of my skin and slid off or something? There needs to be more info on this as again its interpretation and as much as I don't want rules on this sort of roleplay it doesn't work without it unless the player is willing to let his character have a bad fate or so on.

I dont have a solution to this as im maybe speaking out of my ass.

Attributes purpose and a different way to roll things :

Strength
Agility
Intelligence
Perception

The four horsemen of roleplay. Two that appear and the other two fallen asleep for s2rp cases.
What are other ways we can mitigate the capabilities of min maxed builds that fuck regular non attribute whores?
Whenever they strike they also perform an agility roll to determine the speed so maybe you can strike before they can at the cost of taking damage.
Whenever they strike maybe your some kinda shaolin monk that can predict shit allowing perception to have a purpose. Do you get me? A system where both intelligence and perception which loyalists are more inclined to grab having a stronger purpose in the S2RP world. You wanted to quick draw or backstab them? Roll an intelligence vs perception roll or perception vs perception to gain some kind of upper hand.
The guys on some kinda wacky drugs that make him a fuckin ogryn from warhammer (-5 int)? SHIT TRICK THE GUY TO FUCKING ATTACK HIS BUDDIES. Ya get me it sounds stupid but fuckin think about since when has a crackhead been fucking smart but for some reason every fucking drugged up donkey in the slums has a black belt in taekwondo and a degree in psychology holy shit. The CMRU are lacking and should be employing them for fuck sake.


An upgraded rule book for s2rp for whoever thought of an interesting take. Yes it sounds stupid and yes I agree but this shit gotta be put in or like some of it so a regular new / vet player can have a better chance to fuck around.

YES ALL MY SUGGESTIONS ARE TERRIBLE AS THEY WILL CAUSE GMS TO RESPOND SLOWER OR NOT RESPOND AT ALL DUE TO HOW MUCH RECORD KEEPING THEY WILL NEED TO DO THATS WHY IM WRITING THIS CRAP UP FOR A RESPONSE FROM THE SERVER.

I did not read this twice so have fun reading my tism talk. Thank you goodbye
 
I would also note about attribute rolls and what they exactly mean.
If i roll to block lets say strength. Do I get to punch them back or do I take reduced damage or do I flat out ignore hte persons /me because im so strong
If I roll agility to dodge, do I also punch them back?
These things arent exactly clear to everyone as I had an encounter with a Rebel femchar who ran 7 strength. She uses a /me to block but punches me after I fail to do anything against the block? Shit dont make sense. Atle fix the servers man
 
I would think you could imagine it a bit on your own. Like if their /me rolled an 8 and you rolled a 7 or a 6 you fail but not entirely in the case of a punch. Now if someone is trying to push a knife into your throat then it would make sense for it to be a full fail. But there could also be examples and stuff in the rules to help define it. This is also another reason why GMs in fights are good and mostly needed, it is so you know how to go if you are unsure.

I will also put in my stuff from the other post
I agree with some points and can offer my points.
1. Enforce RP more in S2RP. I can't really speak for it much now since before it was only really Simon doing S2RP since he would get into trouble in the slums. But if someone has a knife but you have thick clothes that should allow for some blockage as an example. S2RP is different because it is not supposed to be as much like a video game as S2K is. Think of what you and the other person have, what they are doing as if it was real life, etc... Don't just go off of simple game prompts. Like a good example of this is one time someone tried mugging me way back in i24, so instead of trying to wrestle I used nails I had in my inv and threw them at them, stunning them. And in return they got stunned and I ran and escaped. I feel like part of this is on players and the rest on staff. If you got something in your inv or see some prop or something you can do a /me to grab/use it or think about your actions not like it is DnD but as if you are actually doing it. Another point is that with constant/recent new people they may not know how to RP like this and morph it into a S2K-S2RP thing. Staff need to do this too when GMing fights rather than doing a simple 3-something hit and dead system. You got to have uniformity but also change things when ICly the person may be wearing light clothing, a heavy coat, actual armor, nothing, be using a blunt heavy object, light blunt object, etc... And if a player is just using drugs then going ham all of a sudden pump the brakes on it since that is more of a S2K method. And for players too, if you see someone/know that they are just pumping buffs to defeat you/another, report them for bad RP or make a complaint. Main point is do the RP, don't just do the game.

2. On the topic of buffs, as pointed out above, rolls should not be the complete win or lose factor in a S2RP fight. And if you do drugs it should more be an effect of rage, numbness, no pain, no fear, etc... Not a superhuman thing. Drugs in real life CAN NOT make you stronger. They can allow for muscles to repair more or ignore their limits. But your body still has its base limits in real life. So why should it be different if you are roleplaying it out? And drugs should also have bad effects after, like about a year or so ago I got a metal bar put in my chest for stuff. I had to take pain meds to recover, they were not fun at all. So drugs in game should operate the same way, make strong narcotics make people weak or loose hunger and thirst due to IC vomiting or other side effects. Make the transhumano just give you an IC rage or similar but then if you push your body too far you could rip muscles and tear stuff thus rendering you ineffective in a fight if you push it too far.

3. Food should only add things like one or two strength/agility and not stack. And if your character is well fed ICly then the buff should do nothing. This may be hard to do and may require manual questioning during S2RP moments.

4. Respect the other. At least when I did S2RP I remember some people would say in looc "we don't need staff" and proceed to try to/force me into S2RP before staff could oversee it. Players have the ability to have it overseen to get a sense of fairness and accountability. So if someone is trying to force you into it before you want to then that should be put as a light form of bad faith. If both players agree then all is well.

5. Just overall better RP. I keep hearing complaints of people doing only S2K or rebels having nothing to do, or the same for the city-side. Make the RP, don't expect it to come to you. Go out and try to build something, make a base, cut power lines, actually make an impact as a rebel rather than killing a CP character that will just be replaced. You SHOULD NOT just care about the look or your gear. Real people don't need a full assortment of arms to fight or resist in other ways. And on an off-topic note for the city side, do better. MOP needs to get their shit together and make more citizen-involved projects. Loyalist RP needs to either have more groups or involve citizens. The VET is already doing a good job with involving people. And CWU needs to do some more shifts but with actual projects behind them, maybe have staff make parts of the city that are in dis-repair. Like a wall or poorly made elevator. But I do understand that they have had burnout which is fine since most of the time they are carrying the weight of citizen engagement.

Overall, some factions just need to do better, people need to be more creative, and people need to realize that at least half of the player base are citizens and that they need to cater to them.
 
I would think you could imagine it a bit on your own. Like if their /me rolled an 8 and you rolled a 7 or a 6 you fail but not entirely in the case of a punch. Now if someone is trying to push a knife into your throat then it would make sense for it to be a full fail. But there could also be examples and stuff in the rules to help define it. This is also another reason why GMs in fights are good and mostly needed, it is so you know how to go if you are unsure.
Yes a GM is really needed for the S2RP fights for most cases as having everything done by someone elses rules (The actual player not gm) really fucks with how things should go because rn S2RP is this simple kenshi sort of fight and nothing more dynamic than /me blah blah blah because it means nothing but on who rolls the highest will get to hit the other player... but then again this brings back to another post of rebels being unable to roleplay to a higher extent.
 
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