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Rights lists - Printable Version

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+--- Thread: Rights lists (/showthread.php?tid=28986)

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Rights lists - n00bl3t - 10-29-2009

I wish to post here and show support for this idea with some statement that shows the reasons for supporting this idea.

Unfortunately, I am too tired.


Rights lists - arvg - 10-29-2009

Thanks Prowler, you have been very helpful. And it proves that a discussion like this can be handled with civility.

My compliments.

I look forward to more input on this level and class from others.

===

Edit: Ninjaed By Nooblet... my first Ninja-ing!

Agreed, thanks Nooblet.


Rights lists - Guest - 10-29-2009

I don't see how this could be abused

DUNNN DUNNN DUNNNN (Jinxe'd)


But on a more serious note, I am sure the admins can separate lolrequests from actually truthful ones. Meaning that it's not just going to be every lolwut in-front of Malta or Crete that gets ninja-repped.


Rights lists - arvg - 10-29-2009

Oh I am not just asking about that. In fact I fully agree with Factions having control over the Rep of said faction.

However, I'm looking to quantify the unwritten or scattered rules.

I found the Meta-gaming rule at the head of the communications thread, great place for it... But it should also be at the top of the Stories and Bio's page as well. There is a lot in there that could be Meta-infoed.

I think, what I want, is a bit more clarity on what are general conventions, and some debate on the reasons behind them. More for understanding.

=======

Edit:

I actually think that is a very good right

X.1 : You, the player, have the right to not be meta-gamed, or to have anything you write that is labeled as being out of public domain knowledge used against you.

Why: Communications that are encrypted are beyond the realm of most characters to get their hands on. Back stories, unless publicly shared are private to the character and again, shouldn't be accessible to another character without significant research efforts, communication with said player and/or Moderator/admin approval. This still permits the ability to crack certain communications, as well as detective characters/criminal profilers etc having spent a significant amount of time investigating something leaning key pieces of information. But again this needs approval.


Rights lists - Exsiled_one - 10-29-2009

The indie player can further his own story within the sandbox that is the faction he belongs to. He cannot alter the faction views or actually do anything to alter everyone's roleplay by his story.
Official faction can actually approach the Sirius as that faction, and with their roleplay actually alter the roleplay for their entire faction. Why can they do that? because they are group of players that have agreed to fly under the same flag of the same faction and follow some same rules. There are sacrifices that they make, and these are their benefits. As easy as Indy doesn't have to answer to anyone when he does some minor faux pas, the faction member's actions have an reaction and it usually can alter the roleplay of entire faction. example:
- indy attacks a zoner convoy with food once, nothing happens
- faction attacks a zoner convoy with food - relationship gets colder
- indy does it repeatedly - he gets exiled from his faction
- faction attacks repeatedly - zoners get hostile to that faction or just the said player faction, depends on their choice.


Basically, indies enjoy some benefits you lose when you enter the official player faction. But you get some benefits too. They cannot be abused because admins would strip you off your "officiality" fast.
As when it comes to two official player factions within the same faction, then it is up to those two factions to actually agree how will it be.
They still have (both) higher and "stronger" voice than a lone indy, but between each other, there has to be a compromise.
- Usually when you have two player factions within same faction there's a situation like in GC.
One faction is made of elders of GC, and Kiretsu is actually opposed to those members (not war but still)
When approaching those two factions, you treat them as separate factions with similar goals.
- Other example could be OPG and Benitez and TBH. They all work within different aspects of Corsairs.
(Like if you had BMM shipping faction, and BMM mining faction, separated.) They cooperate.


Indie has to listen to both, but within reasons of normal. So if Kiretsu said to GC indy to attack the member of the other GC, he does not have to do it. But if for example Indy has a choice to pirate someone or not, and GC says go ahead and Kiretsu says don't - It's up to him with what faction will he side at that moment.
They surely can't exile him as long as other faction supports him. Trust me, a well behaved well played indy can hardly get screwed over by faction.


Rights lists - arvg - 10-29-2009

Ok from that I got this:


X.2 You have the right to play an Indie character any way you choose. So long as you accept that there are factions in play who might object to the way that you play, and might appeal to have you sanctioned if you cause problems for that faction and other indie players of said group. This, of course, should be adjudicated by an Admin/Moderator on a case by case basis.

ID's in game have a general code of conduct attached to them, there are set alliances and balanced engagement rules that fit the identity of the faction/group holding them. If you violate that code of conduct, there must, naturally, be consequences.


Rights lists - looqas - 10-29-2009

I don't know if you can define the rights of the player that easily. Maybe define the guidelines of how to develop RP as an indie.

Yes, there are a lot of unwritten conventions and rules that you just learn while doing and playing. The one is that official factions dictate policy in broad terms etc.

That's why when I start a new indie somewhere I've never been I do this.

1) I read the official faction post in the factions thread. It gives me an idea who they are and how they operate. Also wiki is very helpful fleshing out the situation and goals and such.

2) I practice basic RP of it in the server. Nothing fancy, but just rehearsing my stances towards people and factions I meet. Actually you learn more when you let your opponent(s) take the lead in the situation and just react to them. Also it's very helpful to introduce you self to the official faction too in-game. Try to group with them. Talk to them etc.

3) As I start to learn the situation and the RP better there I start to develop my character to the way I want it to go within the limits (or stretching them a bit) of the official RP.

4) If I'm planning or driving towards something that exceeds the limits of normal RP situation then it's a whole new ball game.

At that point you find out the factions this RP concerns and start talking to them.

I think this is a lot easier way to ease yourself into that part of Sirius you just came in. It's extremely difficult to have a fully fleshed out character/RP situation from the start. If you try to do that you come over imposing your RP and your leadership on others very easily. Because learning the canon takes time. It's the other people's work you might end up tearing apart.


Well, I thought about the indie rights. And in all I mean that they abide in the "canon" or basic of roleplay.

1) They have a right to play and represent the NPC faction they fly.
2) They have a right to expect to receive help from Faction player in situations that are within the normal RP.
3) They have right to develop their own RP that does not break the canon and plausibility of the character.
4) They have right to ask and receive help from factions in developing their RP


I can't think right now anything more. But I think communication is the key in everything and rule 0.0 takes any player very far.


Rights lists - arvg - 10-29-2009

Again I appreciate the input, it is defining 'sand box play'

It shouldn't be, however, popular kids rule.

Now not everyone is going to agree that factions alone should set major policy. Nor should it be one faction's policy over another. Communication with an agreement to adjudication may be the answer. Some how there needs to be a compromise reachable even if communication breaks down and tempers flare.


Rights lists - DAnvilFan - 10-29-2009

Collectives, by nature, always hold more power than the individual. OPG Ivan has the truth of it. Working within factions is a much more complex process and the path to becoming an "official faction" is a difficult one, sometimes rather painful.

The ZTC had to do 6+ months of organized, continuous roleplay in and out of game. We had to coordinate our goals, we had to make numerous diplomatic deals, we had to stand out among crowds. We had to be (and still do) on our best behavior as players. Another thing is that in a faction, one character makes a mistake and the whole faction suffers.


Rights lists - arvg - 10-29-2009

Right, I don't doubt that.

But how would you word that into a right for players?

x.3 you have the right to apply for a faction, which has the right to smack you if you're dumb. This is not adjudicated and is the sole discretion of the Faction as to who is a member and who is not.

It states things clearly, but a little harshly... maybe we could tune down the language of it?