Quote:A role-playing game (RPG) is a broad family of games in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development. Actions taken within the game succeed or fail according to a formal system of rules and guidelines.
The original form, sometimes called the pen-and-paper RPG, is conducted through speech, whereas in live action role-playing games (LARP) players physically perform their characters' actions.[3] In both of these forms, an arranger called a game master (GM) usually decides on the rules and setting to be used and acts as referee, while each other player plays the role of a single character.
Read and understand what I quoted.
Some of you bitch about there being too many rules, or that the rules prevent your role play.
I am merely pointing out that role playing isn't some free for all, where the player gets to do exactly what he wants, when he wants. The GM (aka admins and developers) put in place the rules they see fit to keep the role play on a level they want it at.
I'll quote another person from the bounty update thread:
Quote:I think most of you know or knew Clayph. When I spoke with him about Disco and why he doesn't play it anymore he said: I want to roleplay what I want. Not being forced to follow thousands of rules which are cutting my RP.
This seems to be the attitude of a good deal of the people here (myself at one point). Notice the exact reason why Clayph doesn't play here?
I want to role play what I want.
That is not how role playing games work. You don't get to role play what you want. You role play your character within the rule set for the game.
If you can't deal with the fact that a role playing game doesn't give you the ability to role play what you want, the role playing isn't for you. The rules are in place to ensure fun and playability for all; not just you.
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Now, that doesn't mean I support 100 million complicated rules. Honestly though, the rule set here isn't bad and the admins are doing their best to remove some of the rules and polish others. Give them a chance.
And to everyone else, I know that some of the rules can be inconvenient or annoying, but they really are in place for a good reason.
Like for example, Cannon's FLHook thing that makes it impossible to buy certain ships without 'appropriate ID's', When this was first implemented I was annoyed beyond all belief, but as time passed I calmed down a bit and realized
"Hey, this is actually in place for a really good reason, I'll just have to learn to stay within the guidelines of it so I don't get annoyed"
This is the case for most of the rules we've got.
Sure, some of them need to be polished, or combined with others so there are less of them, but really, most of them are there for really good reasons, and without them things wouldn't work so good, they'd be much worse and much more chaotic.
Long story short: Discovery Freelancer is an entire fictional universe in which a lot of things can possibly happen. The rules do not allow for all of these things. The alternative is SRPs and requests of factions for equipment/docking rights and the like. The problem is that the system is too clunky and unreliable because admins/factions have better things to do than read your requests, don't have time, might even miss them ergo not see them at all, or worst of all have a personal drama vendetta against the applicant which can and 'does' happen. End result? QQ.
It's not so much that the rules are all bad and down with rules, turn over the van, etc. It's that when your chosen roleplay which makes sense in the game world conflicts with these rules, you're liable to have it shot down for any number of dumb reasons. That's when things become annoying, because the rules appear to be concrete walls rather than guidelines.
While you are right, RP does put restrictions in of itself, you need to have breathing room inside of those restrictions, or else we all become faceless carbon copy NPCs.
I dont think the problem is roleplaying what you 'want' or 'dont want', the problem here is that everyone thinks because this is an RP server that no combat can ever happen.
You can RP just as well with guns as you can with words. Enemies on the battlefield do not sit down and have a lovely conversation over tea before going home, they shoot at each other until one is the victor - that is just as much "roleplay" as typing for an hour, moreso in some cases.
The issue there is that the rules tend to enforce the wrong type of RP - they enforce not using your guns. There are so many combat-related rules here that people are afraid to pull the trigger, lest they get sanctioned. That kind of environment is fair to no one.
Cross, you got right to the point. Rules are existing to avoid building overpowered chars, messing up their universe.
In RP you have to start from zero to hero and that in a acceptable growth rate. Discovery is IMHO
a roleplay system of its own. Which means it has the same large amount of rules as other systems.
Anyone will agree that some pen-and-paper games i. e. Shadowrun has rules spread over 10 books with over 100 sheets each.
How can it be that anyone volunteerly accepts these rules, but complains about the disco-rules? Is it because Discovery is an online Roleplay?
Is it really that hard to believe that there's a major difference between roleplay and RPG? This is Discovery and not Diablo 2 or World of warcraft. Remember that!
In real life we're all accept any limitation that exists.
RP
"I started a fresh game. I want to pilot a Capship!"
No you can't. If you go all the way up through the rules to get your cap, be my guest.
Real life
"I want to drive a tank in my neighborhood!"
No you can't. You're a civilian, it's peace, and you can't steal a tank from it's base.
Got my point?
There is no choice or debate. If you beam yourself to another world, you have to adapt to the rules of life of that world. In our case: the server rules or the "online rule book" if you understand that words better.
:rtfm:
It's true. Most of the players tend to carry a FL-ID instead something other. Why?
It's simple. Because the ID is a whiteliner on the tech chart. And the wanna-be-godlikes
out there want always the easy way. Get the best equipment you can to beat all who is inside
the game because they are used to do so.
It may be very diffcult to act like someone other then youself but it's not impossible!
If done right, the hole Sirius cluster can become your sandbox.
AFAIK, rules become alive, when someone messed a game with his actions up.
About get in panic when using your guns:
I did'nt found any rule that actually FORCES a player to read every available rule of the game.
Decide which sort of char you want to play and read only the rules that affects you directly.
Everything is easy, when you manage to think around the corner!
If you want everything to go how you see it, with no thought as to how it affects the workings of others, you are welcome to write a book.
Discovery, however, is not one person spinning thread into a book, it is thousands weaving a tapestry of story. One person can spin their own thread, but in the end it's not the individual thread that defines the story- it's the way that each person's contribution builds off of those before them.
RP is not catching someone offguard and killing them on the spot. Contrary to popular belief, it isn't writing 30 pages of text, either. Roleplay is conversations with other people, hard-fought battles large and small, and the gradual evolution that reflects all of the little talks and skirmishes. No single person can roleplay- roleplay is by nature a cooperative effort. And a cooperative effort, by nature, must have rules. These rules can be as simple and gentle as a commonly accepted format for presenting new information, or as strict and arcane as the Mercenary ID.
Rules exist to give order into the natural chaos that is a group of creative individuals. They are necessary for any sort of cooperation- or for that matter, any sort of interaction. Even a language is, by nature, a set of rules codifying the transmission of information from one person to another. Rules are not inherently bad.
However, rules are also not inherently good. Suppose that you are a farmer in the dark ages. Your contract with your lord specifies that you must give him 100 bushels of wheat every year, and in return his knights will protect you from bandits. This rule is good- you are protected, and the lord's knights are fed. However, your lord now decides that you must burn half of your crops every year. This rule is bad- there is no benefit to such behavior, and it impairs the system's ability to drive off starvation. In this thought exercise, it is necessary to have rules- or else the knights would starve and the farmer would be killed by bandits- but some of the rules are bad.
I play here not because I want everything to go exactly as I have envisioned it. I like it when things go as planned, but I accept that what is fun for me is not necessarily fun for everyone. I play here because I enjoy the interactions, because I enjoy other people and their stories. If you are not concerned with the stories of others, then write a book- there's nothing wrong with that.