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What do you think of medical roleplay?


KinnyWynny

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6 hours ago, negs said:

Most people do not like medic roleplay.

 

This is how it should work.

 

Give the medics a faction and some cars to make them happy. Those who want to participate in medic roleplay can, those who do not wish to participate, do not have to. A very small, small percentage of the playerbase actually enjoy medic roleplay. Most people don't enjoy it. Why would you want to roleplay with someone who isn't even enjoying it? They're just going to avoid, give bad responses etc. it won't even be enjoyable for you. So don't make it mandatory. This seems the most obvious way forward.

 

Best and most obvious solution here.

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7 hours ago, negs said:

Most people do not like medic roleplay.

 

This is how it should work.

 

Give the medics a faction and some cars to make them happy. Those who want to participate in medic roleplay can, those who do not wish to participate, do not have to. A very small, small percentage of the playerbase actually enjoy medic roleplay. Most people don't enjoy it. Why would you want to roleplay with someone who isn't even enjoying it? They're just going to avoid, give bad responses etc. it won't even be enjoyable for you. So don't make it mandatory. This seems the most obvious way forward.

This is pretty much already the system though. At least once you get to PHMC, we have a standing policy that we skip on anyone who obviously isn't interested. It is a waste of our time and a waste of yours.

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7 hours ago, negs said:

Most people do not like medic roleplay.

 

This is how it should work.

 

Give the medics a faction and some cars to make them happy. Those who want to participate in medic roleplay can, those who do not wish to participate, do not have to. A very small, small percentage of the playerbase actually enjoy medic roleplay. Most people don't enjoy it. Why would you want to roleplay with someone who isn't even enjoying it? They're just going to avoid, give bad responses etc. it won't even be enjoyable for you. So don't make it mandatory. This seems the most obvious way forward.

I think you’re underestimating the amount of people who are interesting in Medical roleplay but OK. Fair enough. This is how it already works.

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19 hours ago, negs said:

Most people do not like medic roleplay.

 

This is how it should work.

 

Give the medics a faction and some cars to make them happy. Those who want to participate in medic roleplay can, those who do not wish to participate, do not have to. A very small, small percentage of the playerbase actually enjoy medic roleplay. Most people don't enjoy it. Why would you want to roleplay with someone who isn't even enjoying it? They're just going to avoid, give bad responses etc. it won't even be enjoyable for you. So don't make it mandatory. This seems the most obvious way forward.

 

People don't like medical roleplay because it implies vulnerability in its purest form and comes with a certain degree of fear. Not fear in the sense of being scared of something, but rather the inability to control the outcome of a situation to what they desire, or what's going on around them. That control is passed over to the medical roleplayers, and some players aren't comfortable with that idea.

 

It's like losing. Being stuck on a hospital bed because they got shot or rammed over feels like losing to an extent, and some people don't like that feeling. Losing equals failure and failure is often a sign of weakness, especially if they have a competitive nature. But things are, and should be completely different in a roleplay setting. Losing shouldn't be a sign that they necessarily did bad, but rather an opportunity to strike while the iron is hot and open new doors to develop their characters.

 

That is why I believe your comment is, respectfully, a terrible approach to medical roleplay. Skipping it, or avoiding it as a whole, simply because someone doesn't enjoy it shouldn't be normalized. It's regressive and pernicious, and doesn't help striking gold. We get it, it's a grey area for a great portion of the community, but a good medical roleplayer will always guide patients through the process to make things easier for everyone involved.

 

The mentality needs to change, now more than ever. Lately, both PHMC and LSFD have been making continuous efforts to make medical roleplay less one-sided and more patient interactive. These efforts are, however, for the most part, not reciprocated, and it clearly shows by your perception of how medical roleplay should be carried out, which is more than likely shared by other members of this community too, unfortunately.

 

This raises the question. How can the community help improve and enjoy medical roleplay? It's simple. Next time, instead of asking if you can log off because you have to go (which we all know you don't but what can we do about it), stick around. Interact with us. Is there a term you don't understand? Ask us. Are you confused about the symptoms you should be roleplaying? Ask us. Show interest, and willingless to learn so you don't have to ask the same questions again in the future. People often complain that medical roleplayers tend more to the injury than the patient. This is as wrong as patients tending to nothingness rather than tending back to us. How do you do that? Make us feel like our characters are humans and not robots. Make us feel like we're helping a human, not a dummy. Make us feel motivated to roleplay with you, not frustrated and dying for the scene to be over.

 

Medical roleplay as a patient can be such a positive and pleasant experience if you only let it be, and it's truly a shame that a great portion of the community isn't even willing to give it half a chance.

Edited by Shaderz
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2 hours ago, Shaderz said:

 

People don't like medical roleplay because it implies vulnerability in its purest form and comes with a certain degree of fear. Not fear in the sense of being scared of something, but rather the inability to control the outcome of a situation to what they desire, or what's going on around them. That control is passed over to the medical roleplayers, and some players aren't comfortable with that idea.

 

It's like losing. Being stuck on a hospital bed because they got shot or rammed over feels like losing to an extent, and some people don't like that feeling. Losing equals failure and failure is often a sign of weakness, especially if they have a competitive nature. But things are, and should be completely different in a roleplay setting. Losing shouldn't be a sign that they necessarily did bad, but rather an opportunity to strike while the iron is hot and open new doors to develop their characters.

 

That is why I believe your comment is, respectfully, a terrible approach to medical roleplay. Skipping it, or avoiding it as a whole, simply because someone doesn't enjoy it shouldn't be normalized. It's regressive and pernicious, and doesn't help striking gold. We get it, it's a grey area for a great portion of the community, but a good medical roleplayer will always guide patients through the process to make things easier for everyone involved.

 

The mentality needs to change, now more than ever. Lately, both PHMC and LSFD have been making continuous efforts to make medical roleplay less one-sided and more patient interactive. These efforts are, however, for the most part, not reciprocated, and it clearly shows by your perception of how medical roleplay should be carried out, which is more than likely shared by other members of this community too, unfortunately.

 

This raises the question. How can the community help improve and enjoy medical roleplay? It's simple. Next time, instead of asking if you can log off because you have to go (which we all know you don't but what can we do about it), stick around. Interact with us. Is there a term you don't understand? Ask us. Are you confused about the symptoms you should be roleplaying? Ask us. Show interest, and willingless to learn so you don't have to ask the same questions again in the future. People often complain that medical roleplayers tend more to the injury than the patient. This is as wrong as patients tending to nothingness rather than tending back to us. How do you do that? Make us feel like our characters are humans and not robots. Make us feel like we're helping a human, not a dummy. Make us feel motivated to roleplay with you, not frustrated and dying for the scene to be over.

 

Medical roleplay as a patient can be such a positive and pleasant experience if you only let it be, and it's truly a shame that a great portion of the community isn't even willing to give it half a chance.

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2 hours ago, Shaderz said:

 

People don't like medical roleplay because it implies vulnerability in its purest form and comes with a certain degree of fear. Not fear in the sense of being scared of something, but rather the inability to control the outcome of a situation to what they desire, or what's going on around them. That control is passed over to the medical roleplayers, and some players aren't comfortable with that idea.

 

It's like losing. Being stuck on a hospital bed because they got shot or rammed over feels like losing to an extent, and some people don't like that feeling. Losing equals failure and failure is often a sign of weakness, especially if they have a competitive nature. But things are, and should be completely different in a roleplay setting. Losing shouldn't be a sign that they necessarily did bad, but rather an opportunity to strike while the iron is hot and open new doors to develop their characters.

 

That is why I believe your comment is, respectfully, a terrible approach to medical roleplay. Skipping it, or avoiding it as a whole, simply because someone doesn't enjoy it shouldn't be normalized. It's regressive and pernicious, and doesn't help striking gold. We get it, it's a grey area for a great portion of the community, but a good medical roleplayer will always guide patients through the process to make things easier for everyone involved.

 

The mentality needs to change, now more than ever. Lately, both PHMC and LSFD have been making continuous efforts to make medical roleplay less one-sided and more patient interactive. These efforts are, however, for the most part, not reciprocated, and it clearly shows by your perception of how medical roleplay should be carried out, which is more than likely shared by other members of this community too, unfortunately.

 

This raises the question. How can the community help improve and enjoy medical roleplay? It's simple. Next time, instead of asking if you can log off because you have to go (which we all know you don't but what can we do about it), stick around. Interact with us. Is there a term you don't understand? Ask us. Are you confused about the symptoms you should be roleplaying? Ask us. Show interest, and willingless to learn so you don't have to ask the same questions again in the future. People often complain that medical roleplayers tend more to the injury than the patient. This is as wrong as patients tending to nothingness rather than tending back to us. How do you do that? Make us feel like our characters are humans and not robots. Make us feel like we're helping a human, not a dummy. Make us feel motivated to roleplay with you, not frustrated and dying for the scene to be over.

 

Medical roleplay as a patient can be such a positive and pleasant experience if you only let it be, and it's truly a shame that a great portion of the community isn't even willing to give it half a chance.


Its not fear that makes your average player dislike medical RP, it’s that it’s perceived as unnecessarily drawn out and verbose.

 

Sometimes precise detail does not make for good & engaging RP.

 

Put yourself in a RL patients position.


You’ve been shot RL and EMS is on scene, do you:

a) Not care about what the paramedics are doing and just want them to get you to a trauma Centre asap because you’re dying and time is of the essence.

 

b) Want them to explain in precise detail every medical procedure they are doing and take sometimes an hour+ to even begin to move you?

 

Similarly, IG - If players had a button they could press when in such a situation IC, would most opt for:

a) A concise quick scene where they get some high level medical RP before being whisked away to a trauma centre.

 

b) Extremely detailed RP where they’ll spend sometimes an hour+ before even being moved to hospital and have plenty of medical terms thrown at them they neither understand or care about?

 

Answer those honestly and it will tell you all you need to know.

 

Alternatively watch any medical TV show and see how they make their programs interesting, because blinding their audience with medical terms isn’t it.

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1 hour ago, Alyssa McCarthy said:


Its not fear that makes your average player dislike medical RP, it’s that it’s perceived as unnecessarily drawn out and verbose.

 

Sometimes precise detail does not make for good & engaging RP.

 

Put yourself in a RL patients position.


You’ve been shot RL and EMS is on scene, do you:

a) Not care about what the paramedics are doing and just want them to get you to a trauma Centre asap because you’re dying and time is of the essence.

 

b) Want them to explain in precise detail every medical procedure they are doing and take sometimes an hour+ to even begin to move you?

 

Similarly, IG - If players had a button they could press when in such a situation IC, would most opt for:

a) A concise quick scene where they get some high level medical RP before being whisked away to a trauma centre.

 

b) Extremely detailed RP where they’ll spend sometimes an hour+ before even being moved to hospital and have plenty of medical terms thrown at them they neither understand or care about?

 

Answer those honestly and it will tell you all you need to know.

 

Alternatively watch any medical TV show and see how they make their programs interesting, because blinding their audience with medical terms isn’t it.

 

No, if players had an option they'd get teleported to the hospital walk out after five minutes and continue like nothing happened. This is shown by the fact the majority of them do just that. It's few and far between you'll get non-consensual injuries (As in people forced into the injury by being shot in crime, etc) who want any form of medical roleplay.

 

Even though your observation is totally correct, they want quick and concise scenes. This is simply cause the majority of them just want to get back to their roleplay and forget the injuries or mildly roleplay them. We see it on both the legal and illegal side. Cops & Criminals being shot and walking it off within a day at most. And don't get me wrong, I don't at all judge anyones roleplay. If you want to timeskip injuries and go back to prior roleplay like nothing happened and that's what you enjoy, have at it and enjoy your roleplay it's what we're here for.

 

As a medical roleplayer, I absolutely wish the people who didn't want to be there could teleport themselves to the hospital and be done with it. Cause it's not enjoyable for either them nor myself. Our hands are tied by server rules and ingame policies. We can't simply powergame your vitals and make sweeping assumptions about your state even if that makes the roleplay flow a lot easier, and we can't skip certain life retention procedures. The best we can do is keep is as concise and understandable as possible. And actually, that's what I see most of the faction inside of Fire Department do. I'd actively suggest anyone who thinks a scene was unreasonably verbose or long for no reason to rise that with somebody like Jess. Then change can actually begin to be made.

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6 hours ago, Alyssa McCarthy said:

Its not fear that makes your average player dislike medical RP, it’s that it’s perceived as unnecessarily drawn out and verbose.

 

Although my years of experience in this particular field of roleplay makes me firmly believe fear plays a huge part in why people don't enjoy medical roleplay, you're not wrong there about the perception people have of medical roleplay, which is also a very wrong perception to have as it couldn't be further from the truth. It's conservative, retrograde and ignorant of progress that's been made so far which is why threads like this flourish so we can turn that around.

 

It's been mentioned plenty of times before, but medical roleplayers for the most part have been steering away from using sophisticated terminology or making scenes last unnecessarily long. Medical factions have been heavily encouraging a more interactive patient approach rather than wound-oriented and as someone who's been bouncing back and forth between hospital and prehospital roleplay, I can definitely see the improvements made which is why my comment ended with words of encouragement for people to engage more with us so they can see it too for themselves rather than judging from old traditions which aren't common anymore.

 

7 hours ago, Alyssa McCarthy said:

Put yourself in a RL patients position.


You’ve been shot RL and EMS is on scene, do you:

a) Not care about what the paramedics are doing and just want them to get you to a trauma Centre asap because you’re dying and time is of the essence.

 

b) Want them to explain in precise detail every medical procedure they are doing and take sometimes an hour+ to even begin to move you?

 

Similarly, IG - If players had a button they could press when in such a situation IC, would most opt for:

a) A concise quick scene where they get some high level medical RP before being whisked away to a trauma centre.

 

b) Extremely detailed RP where they’ll spend sometimes an hour+ before even being moved to hospital and have plenty of medical terms thrown at them they neither understand or care about?

 

Answer those honestly and it will tell you all you need to know.

 

Alternatively watch any medical TV show and see how they make their programs interesting, because blinding their audience with medical terms isn’t it.

 

In the event a condition is life-threatening, absolutely. You want yourself to get transported as quickly as possible. But then again, this is already the case in-game. Medics will try to stop your bleeding before taking you to the hospital in their ambulance. Sometimes they'll make sure that your breathing is in check, but that's it. This is something that, if done right, takes less than 5 minutes to conclude.

 

You seem to be putting a lot of the blame on medical roleplayers drawing scenes out longer than intended, and although some are in fact faulty of it, you ignore the fact a great portion of patients do not help making these scenes quick and concise when they certainly take their time to respond to our actions. And before you say they do it because medics tend to the wound more than they tend to the patient and type words only them understand, this is largely not true. Sometimes asking the patient for their name takes a similar 5 minutes to reply to. Is this really the medical roleplayer's fault? I don't think so.

 

Again, this is a two-way issue which requires a two-way solution. Miracles can't happen if it's only one side working on it. When I mention efforts have been continuously made, one of our goals is to reduce this occurrence and encourage people to interact with us, and it's been working to an extent, we do not see people wanting to skip or leave mid (medical) roleplay no more at the hospital as much as they used to. We've had people thank us for the roleplay we've provided to them because they thought one thing about it (which wasn't very different from what we're discussing here) and it turned out to be a completely different experience to them, for the better.

 

My appeal goes out to people who dislike medical roleplay because of how they've grown around it, in large from past servers and originally on here too. Get rid of that archaic idea that medical roleplay is still all about treating wounds and showing off vocabulary skills. If you still witness a great deal of this, I can assure you the people who do it have their days numbered if they don't change their ways soon.

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