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Expand RP fear rules and enforce more CK consequences


Ink

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We all know on GTA:W we strive towards the maximum possible realism, and that realism is the most noble goal for all roleplayers to constantly strive to! It's why we are so serious on this server about people realistically roleplaying fear during robberies, because there is no better roleplay on this server than embracing hard-hitting, engaging consequences, and when characters are faced with consequences it stands to reason that characters will make more interesting decisions.

 

So right now,  the rules promote excellent realism for all characters lucky enough to get robbed, by mechanically forcing the players to conduct themselves like a lootable NPC treasure bag. If they unrealistically behave in any way that isn't conducive to the robber emptying their inventory of assets, they are eligible to be CKed for this non-RP fear. That's really lucky for the victims, but right now this great rule doesn't apply both ways, and as a result criminal roleplayers are missing out on this fantastic motivation to dig deep into the boundless realism available to them on GTA:W. 

 

To make roleplay better and more interesting on this server, the same CK consequences should be on the table for any character who dies in the process of handling an unprovoked violent crime. This would really greatly improve the realism that everyone is lucky to participate in, and as we know realism is the #1 most important thing on GTA:W for everyone to have a really good time. We see this because every time an argument happens about a roleplay situation, the most common refrain is people pushing for what's "realistic" and so we know that realism is really why we all do this, and the largest source of fun. 

 

After seeing how important realism-based CK consequences are to the criminal roleplay community, I propose expanding them to everyone and making them more common because that will greatly increase the fun on this server, and give us all a sense of pride and accomplishment when we roleplay realistically. What I'm proposing is situations such as these:

  1. If a robber is killed, whether by their victim, a bystander, or a police officer as a result of a crime they engaged in, they are eligible for CK. This means robbers have to more realistically fear consequences of engaging in risky behavior and pick their targets more carefully, and it will make things so much more exciting and character developing for them when there is always the risk of dying if they don't always make the perfect call. This will also make it so robbers have to realistically roleplay fear of their robbery victims eventually finding them and enacting justice. 
  2. If a criminal talks tough on a street block and this results in them getting gunned down, they are eligible for CK, because the character didn't realistically fear the consequences of talking shit and thus getting hit. This will greatly increase the realism of conflicts on the street and cause people to more commonly gun each other down, which is very realistic roleplay.
  3. If any character crosses the street without looking both ways and gets run over by a Korean street racer pumping 120 MPH on a city street,  they are eligible for a CK or permanent disability if they manage to survive because they didn't appropriately roleplay the fear of the Los Santos transit system. This consequence would not be extended to country roads because, as we know, country roads take you home, and are not realistically expected to be places where street racers hoon heavily modified cars.

 

These are just some ideas of how we can bring the excellent high-quality realism that the current robbery rules help us strive towards to everyone else in this server who was previously unaffected by these awesome rules. I know this will be very popular with the criminal RP community because they really love realism and are passionate about CKs being handed out to all players any time they behave unrealistically.  Now everyone can roleplay fear and suffer CK consequences if they are not fearful of everything!

Edited by Ink
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1 hour ago, Ink said:

We all know on GTA:W we strive towards the maximum possible realism

?

1 hour ago, Ink said:

 

If a robber is killed, whether by their victim, a bystander, or a police officer as a result of a crime they engaged in, they are eligible for CK. This means robbers have to more realistically fear consequences of engaging in risky behavior and pick their targets more carefully, and it will make things so much more exciting and character developing for them when there is always the risk of dying if they don't always make the perfect call. This will also make it so robbers have to realistically roleplay fear of their robbery victims eventually finding them and enacting justice. 

 

 

No thanks, on the OOC side, the duty of a player roleplaying a policeman and a player roleplaying a robber are equal, so I don't understand why applying different "punishments" on them.

1 hour ago, Ink said:

If any character crosses the street without looking both ways and gets run over by a Korean street racer pumping 120 MPH on a city street,  they are eligible for a CK or permanent disability if they manage to survive because they didn't appropriately roleplay the fear of the Los Santos transit system. This consequence would not be extended to country roads because, as we know, country roads take you home, and are not realistically expected to be places where street racers hoon heavily modified cars.

 

Ah, you're a troll.

Edited by vally
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