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    1. Prince 12 yrs ago

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I get a kick out of creating a really in depth character and making him the psuedo-leader of whatever assemble group a roleplay comes up with... then killing him.
I think you could derive an interesting plot alone from the differences between the classes of magic that have similar resultant effects. In mutation-based roleplays of mine, it was always a large source of interaction when two similar abilities met and even more so when their roleplayers had positive IC interactions instead of conflicts. For instance, I had one character with a large, mutated arm that allowed him to manipulate fire, while another one simply had a type of pyrokinesis. With some close supervision and some world-scale decision making by the GM, this interaction actually opened up and answered a plethora of questions surrounding those abilities and how magic/mutations worked in the world as a whole.
Magic itself is normally defined as a super natural force, ie not natural, ie not real. You can't have something that is by definition 'not real' be 'more real' than another form of it. You have magic realism, high fantasy, low fantasy and a dozen other genres like Sword and Sorcery. All of them are, for all intents and purposes, fictional. Even if one is a perfect alternate Earth, that doesn't inherently make it 'less fictional'.
This has absolutely nothing to do with high school. Again, you neglect the actual point.
No man, I'm out. This isn't a debate or even intelligible. You literally just twisted and warped words instead of retorting. You didn't address my points; you made your own.

You want to continue this and get some logos, you apologize for your conduct. I've been to formal debate, scored high, and your actions here would have been reprimanded by point deduction solely because you continuously refused to address points. I cannot clarify any more that the actual value of my points was never addressed, you simply made them radical and address the most radical issues of my points which are nonexistent normally.
Instead of hitting all of your points like I would normally, this time I'm going to retaliate with a whole new set of logic.

You just said that "The system is idealistic but it wouldn't function site-wide", which should moot every single point you made before hand. Using the system I have implemented that you just called idealistic on the beliefs I would have it implemented is a giant assertion that completely contradicts every point you just made.

The system I would have had implemented did not dictate everything by forcing it to use the 'same' system. Any 'system' could be used on it, the difference is that it would literally exclude tyrants. It would diminish abuse. It would let you create a republic or an empire without fear of true tyranny. Now, to jump back to a few cases now that I have asserted we are on a basis of logic that is not 'commonplace' such as it actually is on the Guild.

The GM's? However, he can plainly explain to the player that set of traits wasn't intended to be allowed, and offer to help the player make something else. No system is perfect and sometimes unexpected results occur.

For example: I remember in Pathfinder, I made a fighter who, at level one, had +7 rolls to hit and +2 to damage. He was plain, outright one hit killing pretty much everything in his path, but if the DM made the rest of the monsters harder to compensate, my allies would have been useless, or worse still, slaughtered by SuperGoblins™. When the DM calmly explained that it was a flaw in the system that let me min-max that hard, I agreed to rework my character into something more reasonable so that everyone else could have fun and feel useful, and not useless.

All the while, the DM had absolute power, so if instead of doing that I decided to be a raging dipshit who refused to change anything about my precious character who is absolutely perfect in all things, the DM could simply remove my cancerous attitude before it spoiled the moods of everyone else.

Why? Because this is entertainment. If it's not, in some way, enjoyable, then it has lost its purpose.


A character with that level one preset power is a gift from the roleplay Gods. In most circles I involve myself it, they would have totally wanted that character to be designed with a unique personality and character concept, possibly to create a plot-justified reasoning for the mechanic-granted stats. There is a solution that doesn't involve a GM power-slamming a roleplayer using underhanded tactics. The 'cancer' there never had to be cancer. I know people, on the other hand, request a re-roll because a strong character is NOT what they enjoy playing. That's just personal preference and if a game flaw allows it, so be it.
No justice needed. Player did not fit in, player refused to change, player was ejected. Now the player can go find a different RP that could actually tolerate his or her creation. This is actually the best possible way to do it. Forcing the GM to put up with this character they straight up don't like will only make everyone miserable. Including the person who made that character, because they will never feel welcome. Being kicked out, they can now try again in a new RP. Of which we have many to choose from. Or, if there are no RP's currently available that interest them, they can go make their own.

This is, by definition, an incredible healthy system at work. It ensures that everyone gets the choice to do as they wish over their "property". People who don't belong are kicked. Is that unfair? Yes. Does that mean that the GM should then have to put up with this person they plainly dislike for one reason or another for the sake of fairness that will now slowly poison the mood of the entire role play as the actions committed by this solitary player slowly poison the entire system and by extension plot and world because they refused to make even the slightest of changes to their absolutely perfect creation?


I vehemently disagree with this. You're using these strong, negatively strong words as if to describe something that is immediately toxic, and that's just plain not the case EVERY SINGLE TIME. You just made so many assumptions in this statement that I frankly don't even want to dissolve it. In fact, Brovo, I expected a lot more from you as our back and forths are slowly growing entertaining, but this was just pitiful.

In short, yes, a GM should have to be forced to deal with their mistakes, just as any person should. That's responsibility and accountability, plain and simple.

Life isn't really fair. This is as good a time as any to learn it.


Fuck right life isn't fair. I never said it was. Yet, we have systems for justice and fairness placed into life each and every day. Using the statement, "Life ain't fair" to ever shut down a system of governing is just... well, weak. I expect a lot more than these diluted responses. You were doing so much better, and I'm not even being a dick here. What the Hell happened?

The player. A mistake in the system does not warrant then granting an exception only for that one player. It warrants an apology to that player and an explanation. Nothing more. Otherwise you set the precedent that every other player should get game breaking system exceptions. Then what's the point of having a system?


You're just made this far too extreme for its context. I never referred to it as game-breaking or even detrimental. The rule could have been arbitrary. You just completely ignored that. What the fuck, man? The precedent should be set that a player that designs a well-crafted, applicable addition to a roleplay only to be told they 'just made a rule' denying such AFTER said creation should definitely be slipped in, and you just ignored that very basic precept.

I don't even know what you're doing anymore, Brovo. You just argued that the arbitrary was relevant and brought up a whole bunch of assumed traits and points to topics that never even had them. What the Hell?

Addition

Does that mean that the GM should then have to put up with this person they plainly dislike for one reason or another for the sake of fairness that will now slowly poison the mood of the entire role play as the actions committed by this solitary player slowly poison the entire system and by extension plot and world because they refused to make even the slightest of changes to their absolutely perfect creation?


An example of what I mean is if a GM created a set pool of traits and a set of rules for creating a character. If a roleplayer creates a character using a small dysfunction in that system allowing for a slightly off-the-wall set of traits and/or abilities, but does so creating a character around that core, whose fault is it? If the GM later instates a rule or a set of guidelines forbidding it, but by far not before the completion of that character,


I just plain have to tack this on. Do you realize how FAR you warped that original statement? Do you realize you are implying that a 'grandfathered' aspect could ruin an entire game without knowing anything past the concept basis here? I even used words like "small dysfunction" and "slightly off-the-wall", and you go on acting like I'm throwing a rabid pit bull into field of kittens. You just did that to EVERYTHING I said. It's so extreme and radical. I couldn't take half of it serious. I won't take that serious because it is literally raping my words. You took valid arguments and turned them into propaganda.

Addition #2

I didn't ever even MENTION that neither party here refused to compromise or change. You added that on yourself. That is an assumption. You could have asked, 'well, did they try to compromise?' or 'Well, how important was this change?', but instead you immediately jumped to the defense of any GM and acted like it was a roleplayer with absolutely no desire to meet in a middle ground. That's how far you are twisting my words. I feel like you just raped my post.
As much as I do like having set, definitive units for things and even do enjoy the idea of precedents, the basic concept has a similar issue to stat-based roleplay. You can put on formal limits all you want, but at the end of the day, the more you add, the more you cut out a bit of creativity. I created an Airbender in Avatar, for example, that used a technique I don't at all recall ever seeing that involved using air as a pressure cutter. It was his signature fighting style. Yet, even though it should be possible in the world of Avatar and wrote out well, there was no real precedent to compare it to. At that point, you just have to monitor progression and really consider the applications and uses of things.

There are also many more factors to abilities than just plain skill, and that's something to consider. I absolutely hate characters that are wrote out as dim-witted, dense or bull-headed immediately coming up with amazing battle plans, complex strategies or instantaneously performing the most intricate action that would perfectly save their ass in an engagement. That takes away so much from the characters that DO have those qualities. For instance, Naruto isn't bright, but he applies what he knows well. Shikamaru was ALWAYS the better strategist, and both Naruto and Shikamaru could probably come up a different method than someone like Sasuke that is considered a genius. Yet, one of them would have to, logically, have a better plan, and I would say it should be Shikamaru in most cases. That's using some examples I feel most people might know.

Addition

I hate the idiots that try to correct your correct grammar. Outside of IC, correcting grammar is normally rude (unless it's a long-term misuse), so correcting already-correct grammar is literally being a rude idiot.
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