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Modification Of Rules Regarding Character Kills, FearRP, & PVP

After clocking in 200 hours in RanchRP and talking with countless people OOC about the server rules, I believe that the current rules regarding the subjects titled above allow people to have “Main character syndrome” and/or unrealistic characters. These changes would effect any and all characters that end up in a risky situation/CK situation. This would make it where not every situation’s outcome is in the hands of the player, but the players around them. Creating a sense of actual fear for the player over loss of the character’s life. Compared to knowing in the back of your head you only lose your character when you want to. Not every character’s life is a movie and some people’s lives should get cut short based on the situations and actions they take, as they all have consequences.

I have hundreds of hours in a RP server with these CK rules that I am suggesting below and I’ve been a huge fan of them as it creates balance, but also more punishing outcomes for those who are career criminals, robocop lawmen, or anyone who choses to risk their life in a major way. I hope the RanchRP Staff Team will read this all the way through although it is lengthy. I spent hours reading sets of rules to formulate my ideas concisely and put it in context where its needed. Any and all suggestions are welcome below. Even if only parts or pieces were implemented I believe it would help the climate of the server regarding situations where these rules are applied.
-Lane “Pip” Callahan

Preface:
FearRP refers to one fearing for their life when they have a gun pointed at them or are in other threat of imminent harm such as a knife, explosive, etc. The current rule sections that would be closest to this are the No Value For Life and Conflict & Player Versus Player. When someone is under FearRP or gunpoint they should either fear for their life and follow commands or choose to take a risk and put themselves in a CK situation. A CK situation would be initiated by declaring any type of robbery, kidnapping, or just any major situation when someone has the threat of death. Both parties in a CK situation are at risk for a CK depending on the order of events that play out. I write the following with the rule stating you must do a /me before drawing your weapon would still be applied in all situations. Also for a retroactive CK to happen there must be some type of clear evidence provided before staff can act on the CK.

What Would Change? - In addition to the CK rules that already exist, I am suggesting is the ability to be CK’ed by dying in a designated CK situation. You are subject to a CK in said situation if you die while initiating the situation or die while retaliating in the situation. If the party that is being initiated on repeatedly chooses not follow commands and gets killed because of it they could be subject to a CK as well. However, those that comply are not allowed to be killed and cannot be CK’ed.

Example Of The Addition - An example would be an innocent man getting robbed by a criminal. The criminal is armed with a repeater and the innocent is armed with a double barrel shotgun. By initiating a robbery and aiming at the innocent, the criminal would be initiating a CK situation. Therefore, acknowledging that if the robbery goes wrong and he ends up dead, he could be CK’ed by the innocent if the innocent wishes to do so. While at gunpoint the innocent would have two options. He could either give into fear and choose that his life is worth more than his belongings and not pull his gun. This path would only leave the criminal at risk for the duration of the situation. However, if he had a moment of courage and choose to pull his gun and challenge the criminal he would risk a CK if he got gunned down by the criminal. This makes people contemplate their choices in high risk situations as it could be your last moments depending on your choices.

Why Add This Rule? - CKs are natural and allow for a healthy roleplay environment as no one lives forever and some live shorter lives than others, but with the current CK guidelines that are in place it makes it very easy for certain characters with risky lifestyles to last an extremely long time/create “Superman” characters that only die when the player wants them to. High profile criminals on average, live shorter life spans due to putting themselves in risky situations regularly. This rule would effect not only criminal, but also lawman characters that take chances when dealing with criminals who may wish to rob or take them hostage. Criminals would be more weary of botching store robberies, muggings, and kidnappings as they could wind up CK’ed if they mess up. This addition to the CK/Valuing life rule section would drive home to everyone that one wrong move while in a bad spot could cost you your life in Monroe. Keeping things realistic and true to the era.

There is more nuance for some parts but I couldn’t fit it all in one post

2 years ago