Points to keep in mind as a PC
Posted: Mon Dec 21, 2015 7:10 am
After the events of last night I figured it might be a good idea to sleep before posting anything related to it.
I'm sure there are a number of us who are particularly miffed about all the dying and departing that took place last night, and I share those sentiments. However, I feel that a few points need to be addressed first before people pass judgement on the GMs and their actions.
1. PCs are not supposed to be able to win every fight.
What? We're supposed to be the champions of the land, the best of the best. Anything and everything should fall before us when we band together.
Actually no, I don't really feel this should be the case, and I'm sure a large number of us will feel this way as well. Conflict in Clok tends to resolve quickly, and those conflicts are usually things that require quick actions and quick thinking on the PCs part. This doesn't have to be the case though, there is no rule saying that there will never be an unwinnable situation, or that every conflict has to be resolved within one hour or even one day, so keep this in mind when large events take place and the odds are heavily weighted in the opposing force.
2. Making situations for PCs to not be able to win within an hour is really hard.
This is a point everybody should keep in mind when in group rp events. It has been pointed out that creating and executing these events takes days, weeks, and even months to prepare. If the GM wants to create an unwinnable situation for people so that it is drawn out over time, the easiest way is to just put a bunch of really powerful NPCs in strategic positions and pray that there aren't more than a couple ranged PCs with over 1k stealth. I think there have been previous attempts to come up with other ways of doing this, however, they didn't work very well if I remember correctly, and seemed to annoy the players even more than creating an unwinnable situation.
3. PCs don't have to know when a situation is unwinnable from the beginning.
You might be saying to yourself, well if the GM doesn't want us to win right off the bat, then they should just say so, or make it very clear that the situation is unwinnable by displaying the challenge.
The second part of this statement can be hard to present to the player base as a GM. There are a lot of pCs who are of the mentality that they are invincible, and extremely headstrong. There is nothing wrong with this, and it is how they wish to play their character. Coanid for example is highly confident in his skills, but he still dyed all the same last night. The fact is, when you place a challenge of unsurmountable odds in front of certain players, their reactions are not, "Welp, I guess I'll go back home...", it's, "Welp, this should be fun.". Which leaves us with the first part of this statement, having the GM tell us right off that the situation is impossible. The problem with this is that while it might sound fine and dandy, in practice it can detract from the enjoyment of the event. Having a random NPC of high respect come up to your group getting ready for battle and declare, "This situation is unwinnable! You're better off going back home.", can really deflate the enjoyment factor. What we all want is to win, and that victory only gets sweeter when it comes with hard work, determination, and a really awesome plan. I'm sure the GMs don't want to make us frustrated to the point of insanity, and this is really important for us to understand. When we go into an unwinnable situation and we discover that it is unwinnable with current circumstances, our responses should not be, how dare those GMs cause me to die and have to depart. Going into danger is not without its own risk, after all if there were no consequences for charging an opposing force, then where would be the fun. We would just go in, kill a few things, die, and repeat our actions. Instead it should more follow the lines of, "Well, I died, that was not fun, and we should probably adjust our plans accordingly.", or, "Wow, that was a really intense situation, perhaps I shouldn't participate until another plan is formed in which I have a higher chance of survival."
4. The GMs do not want to cause players to quit.
That event was really unfair. I'm going to quit because I'm sick of all of this ridiculousness.
I received this as a skype message from more than a couple of individuals last night, and I don't really appreciate this mentality as a player, nor as an individual who has an appreciation for the GMs and the hard work they provide to make Clok function. This sort of mind set will only serve to discourage the event GMs from organizing any future events, as they will always be afraid of unintentionally pushing players away from the game due to difficult situations. It can also further cause their creativity to become suppress, which can result in those GMs creating drab and uninteresting events in which every situation is winnable, and no thought has to go into a solution.
I hope people consider the points above before posting or speaking of the actions of the GMs with malice. We all want to have fun in Clok, and complaining with no constructive criticism doesn’t help anybody. If you do feel that there is something to complain about, be sure to do it with a reasonable solution or suggestion for the future.
I'm sure there are a number of us who are particularly miffed about all the dying and departing that took place last night, and I share those sentiments. However, I feel that a few points need to be addressed first before people pass judgement on the GMs and their actions.
1. PCs are not supposed to be able to win every fight.
What? We're supposed to be the champions of the land, the best of the best. Anything and everything should fall before us when we band together.
Actually no, I don't really feel this should be the case, and I'm sure a large number of us will feel this way as well. Conflict in Clok tends to resolve quickly, and those conflicts are usually things that require quick actions and quick thinking on the PCs part. This doesn't have to be the case though, there is no rule saying that there will never be an unwinnable situation, or that every conflict has to be resolved within one hour or even one day, so keep this in mind when large events take place and the odds are heavily weighted in the opposing force.
2. Making situations for PCs to not be able to win within an hour is really hard.
This is a point everybody should keep in mind when in group rp events. It has been pointed out that creating and executing these events takes days, weeks, and even months to prepare. If the GM wants to create an unwinnable situation for people so that it is drawn out over time, the easiest way is to just put a bunch of really powerful NPCs in strategic positions and pray that there aren't more than a couple ranged PCs with over 1k stealth. I think there have been previous attempts to come up with other ways of doing this, however, they didn't work very well if I remember correctly, and seemed to annoy the players even more than creating an unwinnable situation.
3. PCs don't have to know when a situation is unwinnable from the beginning.
You might be saying to yourself, well if the GM doesn't want us to win right off the bat, then they should just say so, or make it very clear that the situation is unwinnable by displaying the challenge.
The second part of this statement can be hard to present to the player base as a GM. There are a lot of pCs who are of the mentality that they are invincible, and extremely headstrong. There is nothing wrong with this, and it is how they wish to play their character. Coanid for example is highly confident in his skills, but he still dyed all the same last night. The fact is, when you place a challenge of unsurmountable odds in front of certain players, their reactions are not, "Welp, I guess I'll go back home...", it's, "Welp, this should be fun.". Which leaves us with the first part of this statement, having the GM tell us right off that the situation is impossible. The problem with this is that while it might sound fine and dandy, in practice it can detract from the enjoyment of the event. Having a random NPC of high respect come up to your group getting ready for battle and declare, "This situation is unwinnable! You're better off going back home.", can really deflate the enjoyment factor. What we all want is to win, and that victory only gets sweeter when it comes with hard work, determination, and a really awesome plan. I'm sure the GMs don't want to make us frustrated to the point of insanity, and this is really important for us to understand. When we go into an unwinnable situation and we discover that it is unwinnable with current circumstances, our responses should not be, how dare those GMs cause me to die and have to depart. Going into danger is not without its own risk, after all if there were no consequences for charging an opposing force, then where would be the fun. We would just go in, kill a few things, die, and repeat our actions. Instead it should more follow the lines of, "Well, I died, that was not fun, and we should probably adjust our plans accordingly.", or, "Wow, that was a really intense situation, perhaps I shouldn't participate until another plan is formed in which I have a higher chance of survival."
4. The GMs do not want to cause players to quit.
That event was really unfair. I'm going to quit because I'm sick of all of this ridiculousness.
I received this as a skype message from more than a couple of individuals last night, and I don't really appreciate this mentality as a player, nor as an individual who has an appreciation for the GMs and the hard work they provide to make Clok function. This sort of mind set will only serve to discourage the event GMs from organizing any future events, as they will always be afraid of unintentionally pushing players away from the game due to difficult situations. It can also further cause their creativity to become suppress, which can result in those GMs creating drab and uninteresting events in which every situation is winnable, and no thought has to go into a solution.
I hope people consider the points above before posting or speaking of the actions of the GMs with malice. We all want to have fun in Clok, and complaining with no constructive criticism doesn’t help anybody. If you do feel that there is something to complain about, be sure to do it with a reasonable solution or suggestion for the future.