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Old March 25th, 2008, 03:45 AM
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Default Re: Hall of Shame

That doesn't make any sense, Moderation. You should play the game as your character - this is a standard, constant rule of roleplaying. If your character is evil then play evil. If your character is good then play good. It IS an imaginary friend - that's the entire point! It isn't like committing a murder though, this is just a game and not nearly as serious. That is too stark of a rule - some people will break NAPs, some won't, and that's life. You should get used to it and never trust your allies (in non-team games), because that's part of strategy gaming. Ever played Diplomacy? There's nothing in that game to force you to keep your treaties, and there shouldn't be, it would ruin the point. Same in Dominions 3.

Even if you send your NAPs to a neutral party, there is no guarantee that your ally won't claim that YOU are the one who violated it first! That would also be on the honor system, which is basically what this whole thing is based on.

I think carrying grudges across games is completely ridiculous and stupid, and anyone who does it is a worthless player. Thus, the counter to the breaking of NAPs is only this: send an in-game message to everyone in your character's voice, informing them of the breaking of the NAP and recommending that all good nations enforce the honor of the NAP. It makes sense both in game terms and it honors player participation.

I'm honestly not sure where this whole "NAPs are inviolate" concept started, but I think it is silly. There shouldn't even be NAPs. You should create each peace treaty on a personal basis with your opponent, and hold them to their honor on a personal basis. It's the same thing you would do in board games like Diplomacy or Risk. Like I said before its a standard in strategy games, and the whiners need to get used to it.
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Old March 25th, 2008, 04:30 AM
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Actually I don't believe that everyone roleplays. And people have different definitions of what roleplaying is and roleplay to different extents. And people don't always announce how they're going to roleplay, which further complicates things.

As for myself, I may decide roleplay about trivial amusing things that add flavor to the game or in special situations like a pre-made scenario, but I don't think it's entirely fair to use your roleplaying pretender god identity as someone to blame for your strategic decisions as a person, specifically in the case of the breaking of NAPs or other underhanded tactics. There's a person behind that fictional pretender god and that person should be responsible for what happens in the game.

Another problem is the fact that everyone seems to have a slightly different definition of roleplaying and we seem to go into it in an improvised and haphazard manner. While this can be fun, I think in a strategy game like Dom 3 it creates endless possibilities for for misunderstandings and miscommunication if not all parties on the same pages. Maybe it's just best to declare your role-playing intentions at the start of the game at least.

>"Your character is evil then play evil. If your character is good then play good."

You know it's rather complicated figuring out which nations are evil because everyone has a different definition. You may want to refer to this thread for a discussion of which nations are evil. There's also a similar thread on who is good and how it is defined here.

And just because a nation appears to be "good", does this mean they will automatically honor NAPs? For example, let's say Arcos signs a NAP with Nation X. Most people regard Arcos as a fairly honorable and "good" nation. But you could also come up with roleplaying reasons that explain there is an ambitious general working for Arcos who went ahead and broke the truce against everyone's wishes, and well crap, I guess we're in a war now. The point is you can make up flimsy roleplaying reasons to excuse anything, but you as the player, making the moves, are ultimately responsible for everything that happens in your nation and you should accept that responsibility.

Is Arcos evil? Most people regard them as "good", but they keep slaves to support their lavish way of life. How about Marignon? They are often regarded as "holy", but some people think they're like Nazis. I now believe that there aren't many if any "good" nations in Dominions. There can be a case made that all the nations are evil to some extent. If this is the case, the simple arithmetic of X is an evil nation and therefore it breaks it's NAPs, while Y is a good nation that honors it's NAPs falls apart.

>"Even if you send your NAPs to a neutral party, there is no guarantee that your ally won't claim that YOU are the one who violated it first! That would also be on the honor system, which is basically what this whole thing is based on."

You could send your turn files to that neutral party as well. Then there's a proof of who attacked who first.

>"I think carrying grudges across games is completely ridiculous and stupid, and anyone who does it is a worthless player."

However, I do agree with you here.

And the end of the day though, I believe that diplomatic functions like negotiating NAPs should be done out of character. This way the other player knows they are dealing with another person and not a fictional pretender god. I think this is a good thing, because then it is a basis for trust. Trust that is earned is valuable, and therefore you may not want to throw away it away in the next game by breaking a NAP.

You should assume responsibility for honoring or breaking the said NAP as a person, not as a fictional pretender identity that you get to throw away at the end of the game. As a result, you can let your reputation as trustworthy player hang on this instead of hiding behind fictional identities. This in turn forms a good basis for a community of players who may be more enjoyable to play with than roleplayers who will break a NAP a the drop of a hat and claim they did it because their pretender god made them do it. If every time I play a game with you, I am dealing with a brand new Pretender God X who has no history and suffers no consequences at the end of the game, then how can I trust you aside from measuring you against very relative standards of whether you are living up to the "goodness" or "evilness" of your nation, which is pretty much self-defined. As a result, you create a kind of fun-house world, where no one is really responsible. There's a time and a place where roleplay is fun, but I feel that too often it gets abused or trotted out as flimsy excuse for player decisions that were made for strategic reasons.
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Old March 25th, 2008, 04:40 AM
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Default Re: Hall of Shame

Well, I agree with kasnavada - if I'm going to betray someone, I give out hints in my RP with that person or on the boards. If they don't pick up on it, then it is there fault. Likewise, if someone doesn't guard against an ally's betrayal and I take advantage of it...that isn't my fault. That's the other person's fault for being too naive.

This is just a fact of strategic wargames. Otherwise I agree with your points, Moderation. It is rather hard to tell which nations are completely good and which are completely evil.
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Old March 25th, 2008, 05:02 AM

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I've said most of it in my original post above, but here's a few points I would like to make on this subject:

--Comparing breaking NAPs to murder is rather extreme. (Sorry, moderation. ; )

--Last I checked, this was a turn-based fantasy strategy game with some few roleplaying elements. Not DND. Blaming any backstabbing on RP is nothing more than a convenient cop-out.

--"Evil" is too easily altered to fit one's desires. Is MA Ermor a vile nation of death-worshippers, or a virtuous people desperately trying to hold onto their humanity in the face of temptation from undead? Is MA Man based loosely on noble Arthurian lore, or precursors to modern-day mankind with all the corruption that entails? MA Marignon can be a good example of a lawful, honourable nation--but would they necessarily keep agreements with undead-loving Ermor, or the chaotic blood-worshipping pagans of Pangaea, or the heretical Golem Cult of Agartha, or...you get the point. I have a saying as a GM: "Flavour Text can justify (or limit!) anything." That's true here as anywhere. RP is just an excuse. Period.

--I do not want to play with people who break NAPs whenever convenient. That is not the type of game I want to play. So I am deliberately taking steps to try to make it so those types of people don't want to play with me! They don't have to agree with my opinions--and they don't have to play with me either. I would prefer it if they didn't! If these posts and this stance of mine turn away potential scumsucking, backstabbing liars from playing games I have joined, then GREAT! I have achieved at least part of my goals.

--You'll note I haven't publicly accused anyone, although I do have a (private) Hall of Shame list of my own. It's a short list, of only five names so far: two definite, one probable, and two that bear watching (but could go either way). Some of these names are easily searchable by my posts, but I have no intentions of publicly lashing out in this thread. That will accomplish worse than nothing, only serving to make me look bad. (Which seems silly--and pathetic!--to me, but *shrug* it's true.)

--This is a heated subject, and I don't want to escalate things. I think I've said everything I have to say on this subject, and I'm going to try to keep from regurgitating the same old stuff. I won't post here again unless I feel I have something valuable to contribute.

--IndyPendant.
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Old March 25th, 2008, 05:24 AM
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Default Re: Hall of Shame

Quote:
IndyPendant said:
--Comparing breaking NAPs to murder is rather extreme. (Sorry, moderation. ; )
So compare it to stealing a piece of candy. It's the principle behind it -- using your misbehaving pretender god as an excuse. Sheez!

Quote:
--Last I checked, this was a turn-based fantasy strategy game with some few roleplaying elements. Not DND. Blaming any backstabbing on RP is nothing more than a convenient cop-out.
Exactly! I'm glad someone else gets it.

Quote:
After some emotional reactions to being betrayed that way myself a number of times, I have decided to try a new long-term strategy of using this small-community, easy-rep situation to my advantage. If a player betrays an agreement with me, or doesn't follow through on a promise, I will do *anything and everything* I can to ruin that player's game. Period, no-holds-barred. Scorched Earth tactics? You bet! Ignoring another opponent to focus solely on the one that broke his agreement? Of course! Cripple myself, if it means ensuring the other player can't win? Check. (All of course, assuming I can't just defeat the scum normally. If I can do that, none of those extreme tactics are necessary.)
However I can't agree you here. There's got to be a better way than this. Besides, this method is just too time intensive for me. Spending weeks or months to get back at someone else and holding a grudge all that time? Sorry, there has got to be a better way.

Another I idea I have is a "Hall of Honorable Players" (if you want a less corny name, then you can change it ). It would be completely voluntary -- everyone who wants to play in a sportsmanship-like manner signs up. People who make up flimsy roleplaying excuses for bull**** need not apply.
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