Your preference for PKing

Started by Forty Winks, August 25, 2005, 05:43:29 PM

When might you revert to PKing?

Whenever there's a good reason.
61 (62.2%)
When my character's life or other thing just as important is threatened in some manner. (Defensively)
19 (19.4%)
If my character has to revert to PKing, it is only when it will further a plot event, even if sparing someone could result in more danger for yourself.
10 (10.2%)
I never try to revert to PKing, and avoid it as much as possible.
8 (8.2%)

Total Members Voted: 96

Voting closed: September 24, 2005, 05:43:29 PM

Quote from: "Forty Winks"Anyways, does anyone else think that it's strange to have a RPI mud that has most of it's playerbase into PKing?

PK and RP are two acronyms that aren't mutually exclusive, not by a long shot.  People who think OMG, PK is bad RP are probably used to pseudo-RP muds where RP means sitting in the tavern to gab, while PK is what the loony H&Sers do with no reason outside the tavern.  In Arm, killing another character isn't "PK," it's murder.  Or execution.  Or assassination.  Or an unfortunate accident.  Or revenge.  Or a crime of passion.  Above all, it is, or should always be, at least, RP.  I don't think most players are in it for the rush of killing.

If it's IC for a character to kill another, I want them to do it.  That said, Rindan's idea about deciding your char makes a mistake ICly and gives someone a chance to live is a great one.  Your character should do what is IC, but that doesn't mean you can't bring the world alive and have your char trip over a branch when he's chasing someone.

What I wouldn't want to see is a character ICly saying "All right, I'll let you live," when it's not IC for that character.  No matter what the motivation.  Players whose characters are killed go on to make new characters.  Roleplay and interaction don't die when a character does.

QuoteWhat I wouldn't want to see is a character ICly saying "All right, I'll let you live," when it's not IC for that character. No matter what the motivation. Players whose characters are killed go on to make new characters. Roleplay and interaction don't die when a character does.

I agree, but what I mean is that, while you might have a reason to PK (assassinate, murder, or whatever you wish to call) just because you have a reason to shouldn't always dictate if you do or not. While there will be cases when it would ICly reasonable to kill someone, if there are other possibilities besides PKing, would that not be a better alternative than to end someones character if by allowing that character to live furthers a plotline, no matter how small that plotline might become? The thing with PKing is that it will -end- that character's story, which in most cases cuts short potential plot-lines or ongoing plotlines that could be surrounding that character. While people can always revert to making new characters, that new character that is generated will -never- be the exact same as that old character (unless you purposefully make it so) and be included in the same plotlines, because if that was so, you'd have a favorite character every time you made a new char. I think what's important to realize is the impact that PKing actually does, and knowing that the person you are killing -could- be the one who initiates the take-down of Allanak (not that big, but I think you get the point).

And while I believe PKing should be the last alternative, I completely agree that there are times when PKing is necesary, to either continue or create a plot. But, simply PKing someone simply because your character has a good reason to (profit or maxing skills, whatever) seems to me as more a H&S type of mentality.

-FW

I kind of agree with FW.

I don't think it's good to seize the opportunity to kill someone every time you can think of an ic reason to do so... Because usually, there would be possibilities that are exactly as ic for your character as killing, I'd prefer that possibility over killing. Killing a character kills rp, it ends all the plotlones evolving around that character. Main the character instead of killing, torture him, use him for whatever, make him beg for his life, cut his nose off... All those leave the current plots open AND create new ones, and they are probably more cruel  :twisted: and interesting than just killing off someone because icly you do have a reason, but you also have a reason to do anything off the above to him instead. More rp is involved with letting someone live under certain conditions that the character  would not like (but the player would probably enjoy) that just typing 'kill man' and *beep*, that's it.

Don't get me wrong, sometimes a character just has to die... But unneccessary pk sucks, mostly for the player of the chracter that sees everything ended for something done for the sole purpose of having a little fun pking the character, but also for the rest of the gameworld cause all the plotlines around that character are lost. Sure, that person will make a new character, but it takes time to build stuff up again. And it's frustrating to have other people carry out some fun at your cost, just because one out of several ic solutions is murder.
A rusty brown kank explodes into little bits.

Someone says, out of character:
     "I had to fix something in this zone.. YOU WEREN'T HERE 2 minutes ago :)"

Rindan
QuoteI kill whenever my character would kill. It is a simple enough policy that I think everyone should follow. That said, I reconize that as the player, I control the luck of my character to a large extent. My character might try his damndest to kill someone, but there have been times when I had my character screw up and let someone escape. We can't be perfect all the time. When do I have my character's botch a kill?If someone role plays well and tries to draw out the scene I am a lot more likely to decide that on this day my character fails to get between them and the door.

Rindan summed it up for me.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

QuoteSometimes people are nasty. There are no rules against being mean to others that you meet, be it cheating, stealing, killing, swindling, or otherwise making a fool out of them as long as the meanness is in-character (IC).
Complaints of unfairness on the part of other players will not be given an audience. If you think another character was mean to you, you're most likely right.

I'm gonna stick with that.

I love a good PK, though I'm rarely ever on the giving end of one.  I've been let off when I was undeserving, and I've been PK'd after multiple repentances for the most mundane of offences. But I haven't (as far as I can remember) had a bad PK. I always tried to stretch them out, and was usually obliged creating a good, long, fun scene that left me smiling. (and I never miss a chance to die in the Arena!  :twisted: )

I've had really, amazingly cool plots ruined by petty thuggery PKs. Not to be a cruel bastard, but I could care less how many plots I destroy with a PK, as long as I have a realistic reason to do so. Sure it's sad and I'm not gonna pretend like it doesn't irritate or dissapoint me when it happens to me, but at the end of the day it's a game with infinate retries. Find a better character concept and a thicker plot and try again.

For me, if I PK it's usually petty and not some master outlined plot involving warring factions or the like. My character's almost never ascend to a level of power where I can get away with maiming someone and letting them live, so for the vast majority of my characters I have no choice but to kill them and leave no witnesses.

I guess this does make me a cruel bastard.  :evil:
i] Sarge's Lifting Advice:[/i] Don't lift with your legs. Your back's the strongest muscle in your body! And look man, your knees aren't even locked. How do you expect to stand up straight? Put your groin into it!

I PK only for a good reason too.

You (OOC'ly) think:
"Hooray! There's another newb."

You  (IC'ly) think:
"Hmm, that fekker there seems to be new in the city and have lots of sid in his pack."

bs noob or sap noob..  :twisted:

Or.. You say the noob girl in sirihish:
"Hey, girlie. Wanna have mudsexx my uber-super-f me?"

Take her to the apartment, strip her and kill.   :twisted:
A foreign presence contacts your mind.

You think:
"No! Please leave me be whoever you are."

You sense a foreign presence withdraw from your mind.

Funny thing about PKing is, I dont have to look for players to slay.  Give enough time some idiot will put himself/herself in a position that warrents me removing there head.  Or in more cases then not, paying someone else to do it..  Why get your hands dirty when theres so many low lifes out there to do it for you.. cheap.

Quote from: "Forty Winks"
QuoteWhat I wouldn't want to see is a character ICly saying "All right, I'll let you live," when it's not IC for that character. No matter what the motivation. Players whose characters are killed go on to make new characters. Roleplay and interaction don't die when a character does.

I agree, but what I mean is that, while you might have a reason to PK (assassinate, murder, or whatever you wish to call) just because you have a reason to shouldn't always dictate if you do or not. While there will be cases when it would ICly reasonable to kill someone, if there are other possibilities besides PKing, would that not be a better alternative than to end someones character if by allowing that character to live furthers a plotline, no matter how small that plotline might become? The thing with PKing is that it will -end- that character's story, which in most cases cuts short potential plot-lines or ongoing plotlines that could be surrounding that character. While people can always revert to making new characters, that new character that is generated will -never- be the exact same as that old character (unless you purposefully make it so) and be included in the same plotlines, because if that was so, you'd have a favorite character every time you made a new char. I think what's important to realize is the impact that PKing actually does, and knowing that the person you are killing -could- be the one who initiates the take-down of Allanak (not that big, but I think you get the point).

And while I believe PKing should be the last alternative, I completely agree that there are times when PKing is necesary, to either continue or create a plot. But, simply PKing someone simply because your character has a good reason to (profit or maxing skills, whatever) seems to me as more a H&S type of mentality.

-FW

I agreed with pretty much your entire post until I got to the last paragraph.  You said "But, simply PKing someone simply because your character has a good reason to (profit or maxing skills, whatever) seems to me as more a H&S type of mentality.".   I just fail to see how maxing skills is a "good reason", it seems more like an OOC thing to me.  I've known some dwarves that had a focus "to become the best blah blah in the known world..." but I've always thought that just to be a lame excuse to powergame.  Still, not a "good" reason.

"good" reason to me would be...  say you're a guard and you're protecting a wagon and it gets attacked by 2 NPCs and 2 PCs.  I probably wouldn't have even thought about which ones were players and which were NPCs.  It's quite simply my IC directive to kill the attackers.

Now say I was still a guard protecting a wagon and I saw in the distance a pair of riders wearing expensive silks, etc.  Would I ride off from the wagon I'm protecting to kill this pair?  No.  Sure, I could justify it in a chinsy-IC way by saying...  "they look unprotected and it looks like they have a lot of money and it's a savage world and I really need the money so I can go kill them now", but is it really a good IC reason?  No.

Maybe we're all interpreting the answers to the poll differently, but I believe most people who voted "whenever I have good reason"" means that when they truly, truly have a strong in-character reason (whether it's firm direction, ic necessity, etc.) that they will simply play out the scene as appropriate without saying "hold on, if you were an NPC I'd kill you but since I OOCly know it's a player behind you, I'm going to pretend I missed stabbing your back so you can escape and further your plot.".  They didn't vote for that simply because they enjoy killing whenever they can justify it with a half-baked IC "reason".  So I disagree with the idea that it's a H&S mentality.  I still agree with many of the points that you make.

I used to agree with the sentiment that killing a player halts all related plotlines.  Not anymore.

Killing a character can actually create plotlines.  Think about it.

And frankly, I would find a torture/maiming scene, as alternative to PKilling me, either offensive and vulgar or just plain boring.  Look, just kill my character and be over with it, please (I'll gladly return the favor).  Make your enemy into a spy instead of killing them, you say?  Why would I turn someone I want dead into a spy, of all things?  Clearly I don't trust them if I want them dead.  They're the last person I would turn into a spy.

There's always room for killing in this game.  What I find most unnerving are the -- what I call -- Impenetrables.  You know the type.  A high profile character that walks around with umpteen NPC-soldiers-on-a-stick to encapsule them in a nearly invincible forcefield, shielding them not only from attack but theft as well.  That shit bores the hell outta me.  I'd much prefer to see high profile roles get slain rather than simply retired.

QuoteSure, I could justify it in a chinsy-IC way by saying... "they look unprotected and it looks like they have a lot of money and it's a savage world and I really need the money so I can go kill them now", but is it really a good IC reason? No.

Nothing cheesy about that. In the real world people kill each other over money, drugs...etc.... All sorts of things that wouldn't necessarily constitute a "good reason" to those that wouldn't do such a thing. Seems like the person who did the killing thought it plenty good of a reason.

So long as it's IC it doesn't matter to me. Some people seem to think they have to do something wrong in order for their killing to be justified.

It sounds to me like some people are saying: "As long as I don't ever do anything to anybody, no one has a good reason to kill me."
Bullshit.
You are potentially in someone's way of getting what they want and that's reason enough realistically, for someone to want you dead. It just depends on whether or not the person you are a potential obstacle or danger to would go far enough to kill you.

In which case I believe it would be the solution to more people on Zalanthas than it is in the real world.



QuoteKilling a character can actually create plotlines. Think about it.

Got that right. I've been involved in some interesting stuff that's come about because of the death of a pc. Some of the most interesting stuff I've been involved in to date.
Quote from: Fnord on November 27, 2010, 01:55:19 PM
May the fap be with you, always. ;D

i think it has a lot to do with the OOC reason.

Is it OOCly distasteful for you to kill another PC, but ICly makes perfect sense? Good, kill.

Is it OOCly fun for you to kill another PC, and ICly you can come up with a half-decent reason? Rude, please spare them.


With something such as PKing that can so easily ruin some one else's fun, please make sure you are doing it for the strictest IC reasons only, and not just having fun at the expense of others with an IC excuse.

I completely disagree with the sentiment that alternatives should be created out of the blue to keep from killing someone because it happens to be a PC.

Yes, it sucks to lose a character.  Yes, PK battles often result in flaming and calling the other player a twink because they didn't emote often, or they subdued you and knocked you out to kill you.

Quite simply, I think coming up with ways not to kill someone just because they are another player is going into the OOC realm and harming the purity of the game.  I like courtesy to other players.  But part of that courtesy is keeping the gaming experience here as IC as possible.

If someone gives you a reason to kill them, and the chance is presented to do so, and there is no -immediate- use that -your character- would have for them...why let them live?  What IC sense does that make, unless your character is a pacifist or somesuch?

Just my thoughts.  I know I've voiced them before, but I figured you guys could bear listening to my psycho babble again.
She wasn't doing a thing that I could see, except standing there leaning on the balcony railing, holding the universe together. --J.D. Salinger

QuoteWith something such as PKing that can so easily ruin some one else's fun, please make sure you are doing it for the strictest IC reasons only, and not just having fun at the expense of others with an IC excuse.

I agree with that part completely. That's the difference between it being killing for an IC reason and killing for OOC reasons.

I don't think it ruins fun though, sure it's upsetting at times but hey, new pcs are alot of fun too. No matter how much fun I'm having with a pc, I'm always thinking up new things to try out in the future.
Quote from: Fnord on November 27, 2010, 01:55:19 PM
May the fap be with you, always. ;D

I generally don't PK very much with my characters.

I've had one notable exception, with whom I PK'd more people than all of my previous characters put together.  The reason for that particular spike was because it was my goal to create a non-magickal "villain" PC that provided people with tense and potentially deadly RP situations.

This is not to say that I created the character to PK others, but that it happened many times over due to the nature of the game.  I would almost always first give the other player an attempt to get out alive.  Most often that situation was handing over about 50 'sid or something worth that much if they didn't happen to have that much money on them.

I will generally try to shy away from PK'ing if I can help it, or at least make the death interesting.  I agree that you shouldn't avoid PK if it's realistic for your character to move forward on it, however, people often rationalize PK'ing, so I don't consider rationalizing -not- PK'ing someone to be any worse.

The game is often more interesting with living adversaries.

-LoD

Quote from: "LoD"I agree that you shouldn't avoid PK if it's realistic for your character to move forward on it, however, people often rationalize PK'ing, so I don't consider rationalizing -not- PK'ing someone to be any worse.

I completely agree with this sentiment (which others have echoed).  We're here to RP a character in a dynamic gameworld that happens to also contain other PCs, not OOCly RP with those other players.  While OOCly RP'ing with other players is a nice bonus when it happens, I don't think it should ever take precedence over your character's motivations and subsequent actions.

This isn't to say that I think when a player of a guard-type character lets a thief go, that this is necessarily wrong.  But there are two types of 'excuses' a player could use to avoid PK'ing another PC and both have already been talked about: physical, gameworld reasons.. and the psyche of the character itself.  

If the physical circumstances of the gameworld permit an 'excuse' like the guard character got ran over by a speeding argosy before they could get to the door (a joke, lest you kids take that seriously.. though who says it couldn't happen?).. then sure, why not play it that way?  That could be fun too and create all sorts of plots and things, as long as it fits okay.  But if the abilities of the guard are such that the thief shouldn't get away most times, and there's nothing in the gameworld that should prevent that, then that's what should happen.  

But as far as the psyche of the character - unless there's a serious, genuine IC reason that character wants to -purposely- let the thief go (and there could be an infinite number of these, certainly), I don't think it should ever happen for some chintsy made-up reason so you as the player can OOCly let the other PC go - for whatever OOC reason, plots, rivalry, or what have you.
Was there no safety? No learning by heart of the ways of the world? No guide, no shelter, but all was miracle and leaping from the pinnacle of a tower into the air?

Virginia Woolf, To the Lighthouse

Quote from: "Noah"[I agreed with pretty much your entire post until I got to the last paragraph.  You said "But, simply PKing someone simply because your character has a good reason to (profit or maxing skills, whatever) seems to me as more a H&S type of mentality.".   I just fail to see how maxing skills is a "good reason", it seems more like an OOC thing to me.  I've known some dwarves that had a focus "to become the best blah blah in the known world..." but I've always thought that just to be a lame excuse to powergame.  Still, not a "good" reason.

"good" reason to me would be...  say you're a guard and you're protecting a wagon and it gets attacked by 2 NPCs and 2 PCs.  I probably wouldn't have even thought about which ones were players and which were NPCs.  It's quite simply my IC directive to kill the attackers.

How about if I said "BUT, PKing someone SIMPLY because your character has a "good" reason to ([reasons such as] profit or maxing skills) Seems to me as more of a H&S mentality.  :roll:

By stressing and adding a few words, I think what I really ment to say becomes more obvious. In the view of the player, if the player finds an OOC way of persuading him/her character, a reason to PK can always be 'good' enough to follow through with it.

QuoteMaybe we're all interpreting the answers to the poll differently, but I believe most people who voted "whenever I have good reason"" means that when they truly, truly have a strong in-character reason (whether it's firm direction, ic necessity, etc.) that they will simply play out the scene as appropriate without saying "hold on, if you were an NPC I'd kill you but since I OOCly know it's a player behind you, I'm going to pretend I missed stabbing your back so you can escape and further your plot.".  They didn't vote for that simply because they enjoy killing whenever they can justify it with a half-baked IC "reason".  So I disagree with the idea that it's a H&S mentality.  I still agree with many of the points that you make.

In those terms, I agree with you as well, up to a certain point.  I've already stated that I believe there are certain times when PKing is necesary, BUT, the manner in how you go about in accomplishing that can in most cases completely change the impact that death might have on the game world. If you attempt to extend a simple PK into a plot, there's alot more potential for roleplay and enjoyment than if you took the first opportunity you got to elliminate that PC, which ultimately accomplishes very little in the end. Don't get me wrong though, I still think PKs should be done as a last roleplay option, but if done in a well-planned and thoughtful manner, you could turn practically any PK into a complete story.

Taking Noah's second guard example, I think the guard wanting to go and kill a few people with silky clothes while he's on duty is okay on a certain level. By taking it in one direction and using that goal in mind to get more 'sid or practice your skills would be taking it too far. On the other hand, you can easily make that potential PK into a greater story by simply waiting for a more opportune moment. Perhaps the guard will decide to hire a mercenary to learn up on these "merchants", and perhaps even try to persuade a couple of his 'friends' to lay an ambush for the silk-clap folks when an opportunity presents itself. And, even if the guard is able to bring these merchants down, what would be the reason to PK them? Why not simply mug these individuals and let them live another day to get stolen from again?

Personally, I think there's only a few limited reasons to PK someone, and those are only when allowing someone to continue living will prevent a plot from continuing. Yes, I stressed that word for a reason. The reason I say that is because if a PK ends a plot, then there would be no real reason to murder that character other than to further your own character. There can likely be some exceptions, but from the top of my head, I find that there will always be some other way to either generate a new plot, or continue an existing plot besides murder.

After having said that, PK on a large scale such as battles and scirmishes are good, and are even an essential part of Zalanthas for its own various reasons. If there are more experienced characters due to the careful planning of "assassins", "murderers" and "thugs", these large-scale battles will become an even better experience than the spam-slaughter that might typically be seen. On both notes, leaving PKs as the last option benefits the game, and likely even you as the player.

^The above was me.

Quote from: ArmaddictI completely disagree with the sentiment that alternatives should be created out of the blue to keep from killing someone because it happens to be a PC.

Yes, it sucks to lose a character. Yes, PK battles often result in flaming and calling the other player a twink because they didn't emote often, or they subdued you and knocked you out to kill you.

Quite simply, I think coming up with ways not to kill someone just because they are another player is going into the OOC realm and harming the purity of the game. I like courtesy to other players. But part of that courtesy is keeping the gaming experience here as IC as possible.

If someone gives you a reason to kill them, and the chance is presented to do so, and there is no -immediate- use that -your character- would have for them...why let them live? What IC sense does that make, unless your character is a pacifist or somesuch?

It's unfortunate that you -completely- disagree, and because of that choice, I think it's limiting your thought to that opinion alone, and thus the manner in which your character behaves.

First of all, if you as a player attempts to limit PKs to the times when it is essential for a plot, there will be very little to no flaming and calling names due to the fact that, 1) there are less such PKs and 2) The PKs that are made will be a result of a plot, and many plots continue through the direct actions of the players involved, meaning that character would have chosen his own fate.

And your next point, that choosing a different route besides the initial destructive thoughts of your character, is bordering on OOC decisions? While I agree to that thought, there are -many- choices that you as a character might make throughout your character's life that is due to OOC considerations. How and when an RPT is set is due to OOC considerations for the RL schedules of players. Where your character decides to go for his free-time is through OOC considerations of where you as the player will have the most enjoyment. You can even take this to the extent that your own character is created as s/he is due to OOC considerations of your playability and preference. If you wish to stick to your statement, you'll be saying that you, as well as a very large portion of the playerbase, will be "harming the purity of the game" by doing these things. These are necessary decisions made for the enjoyment of the players invovled, and in the same manner, limiting PKs to the special cases they are required will help in adding to the excitement and addiction of the game when surrounded in a good plot.
QuoteIf someone gives you a reason to kill them, and the chance is presented to do so, and there is no -immediate- use that -your character- would have for them...why let them live? What IC sense does that make, unless your character is a pacifist or somesuch?
I agreed with what you were saying up until you said "the chance is presented to do so". After that, you only refute your own point. Although "that someone" might have given you a reason to kill them, why would your character need to kill the character if there is no use for that character? You see, that is a large part of the reason why I started this thread. You kill a character simply because there is no need for that character on an IC and OOC point of view. Do you see what you actually said with that line? You made a reason up (that the PC gave you a reason to kill them) and since that sounded "good" to you, you decided it would be alright if you PKed him. Why let that character live? Because by allowing that character to live, you allow other plots to continue, and you create a new plot in the process. The real question should be, Why kill that character, and the answer shouldn't just be "because s/he gave me reason to".     :evil:  That would -definitely- be H&S mentality. I would ask, Why do you play Armageddon, if you said that.  :D

Anyways, while I continue to say "you should try to PK as a last option to further or create a new plot", I'll have to admit there's one condition that I fail to leave out. (<--- that's right, I'm going to challenge my own thinking, folks  :wink: ) Alot of how well you create a PK opportunity into a great and interesting story depends alot on your own ability to continue and generate plots. If you care little for starting your own plots, then I find it difficult to pull through with other options besides PKing. In other words, sometimes PKing really -is- the only option that you as a player can think of. If that is truly the case, then hopefully time and experience will help, and the roleplay and enjoyment that you get from PKing that character is as much as you expect it to be. But even after saying that, I can see that if done with a sincere reason to PK, that in itself will be enough to generate a plot.

History is made at night.
Character is what you are in the dark.
                                John Worfin
A story is, quite simply, a search for one's identity.
                                Daryl Cooper


-FW

Quote from: "IntuitiveApathy"[But as far as the psyche of the character - unless there's a serious, genuine IC reason that character wants to -purposely- let the thief go (and there could be an infinite number of these, certainly), I don't think it should ever happen for some chintsy made-up reason so you as the player can OOCly let the other PC go - for whatever OOC reason, plots, rivalry, or what have you.

Just wanted to add that I will have to agree with that as well, but in the example given, a guard never needs to -kill- a thief unless that thief actually attempts something stupid. If that ever happens, I feel it's perfectly alright to act on the decision of the thief's player. Dragging off to jail or just even to an alley to beat the thief up and rob -him- of his equipment would, in my opinion, be a much MUCH better reason than to outright slay him for getting caught. It seems people are taking it to two extremes when someone such as I say "try not to PK someone [and to add even more to that, "because plots and roleplay can be made"]".

Plain and simple: If my pc's life is made safer or will survive longer, profit somehow by your pc's death and it's in my pc's character to eliminate yours...consider your pc dead.
Sure, I could let it drag out longer for OOC reasons. But I'm not fucking going to. I'm playing my role, if you don't like it because I'm playing a pc that has an IC reason to kill you and they do...tough shit.

say (in a really whiny voice) I was an ass to that guy and he caught me alone in an alley and killed my character! That's bullshit! *sniffle* *whine*  :roll:
Quote from: Fnord on November 27, 2010, 01:55:19 PM
May the fap be with you, always. ;D

*blink* I guess if you like it that way... :?  People will have different approaches to how they play, and that is just another of them. Still, If you're going to be that kill-happy, why not just go to a combat mud and kill to your content there? At least the characters there get to live another after running into -your- character.
Here is only one admirable form of the imagination: the imagination that is so intense that it creates a new reality, that it makes things happen.  -   Sean O'Faolain

Quote from: "jhunter"Plain and simple: If my pc's life is made safer or will survive longer, profit somehow by your pc's death and it's in my pc's character to eliminate yours...consider your pc dead.
Sure, I could let it drag out longer for OOC reasons. But I'm not fucking going to. I'm playing my role, if you don't like it because I'm playing a pc that has an IC reason to kill you and they do...tough shit.

say (in a really whiny voice) I was an ass to that guy and he caught me alone in an alley and killed my character! That's bullshit! *sniffle* *whine*  :roll:

From a former post of yours concerning d-elves:
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That doesn't necessarily mean that they are just bloodthirsty newbs. Maybe the D-elf is IC'ly bloodthirsty for human/halfbreed blood or just wants to screw with the 'stupid round-ears'? Sure, they might risk the wrath of others, but maybe they have such low regard for round-ear traditions/law that they don't care. Another reason might be that the person they attack has no idea who they are or what tribe they belong to.


That's as much excuse and feeble attempt at justification as someone making a pc that's a psychopathic murderer just to pk.

It is always easy to make it in your pc's character to kill, and in your prior post you seem to agree with this.  My point, kill when it is within reason to do so, but don't just find a reason.
quote="Morgenes"]
Quote from: "The Philosopher Jagger"You can't always get what you want.
[/quote]

I don't get your point. Never anywhere did I say it was okay to make up a reason just to kill someone. I make my pcs kill only when they have good cause. In that other post I'm complaining about people killing only for the sake of killing. I'm of the opinion that both posts agree with each other on the stance that killing for the sake of killing is wrong and if it is actually IC to then do it.
Quote from: Fnord on November 27, 2010, 01:55:19 PM
May the fap be with you, always. ;D

Quote from: "Revelations"*blink* I guess if you like it that way... :?  People will have different approaches to how they play, and that is just another of them. Still, If you're going to be that kill-happy, why not just go to a combat mud and kill to your content there? At least the characters there get to live another after running into -your- character.

Whatever. You call it want you want. I never said anything about killing for the sake of killing. What I said was if it is IC for my pc to kill someone then I will fucking do it. I think of myself as RP happy. In the sense that I'm not going to act OOCly to avoid killing someone that my pc would and I'm not going to kill someone unless my pc would do it.

I've actually only pk'd three times in all the time I've played and I've played much much longer than I've had this GDB account.

Let me guess, you're one of those that considers anyone who pks at all kill happy?
Quote from: Fnord on November 27, 2010, 01:55:19 PM
May the fap be with you, always. ;D

Quote from: "jhunter"I don't get your point. I make my pcs kill only when they have good cause. In that other post I'm complaining about people killing only for the sake of killing. I'm of the opinion that both posts agree with each other on the stance that killing for the sake of killing is wrong and if it is actually IC to then do it.

I think that is the point. You may not be getting the point.  People aren't saying don't kill, they are saying don't find every feeble reason to kill.  I'm sure that not only people who play d-elves guilty of this behaviour.
quote="Morgenes"]
Quote from: "The Philosopher Jagger"You can't always get what you want.
[/quote]

Actually no. I believe that is exactly what some people are saying. Look for a reason, any feeble reason to let a pc live that your pc would kill. This is what I'm arguing against. This is just as bad as making up a reason to kill someone.
Quote from: Fnord on November 27, 2010, 01:55:19 PM
May the fap be with you, always. ;D