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A couple remarks.

Just a couple things I'd like to say to our active playerbase.

One, I thought I'd alert you to an adjustment of DM policy regarding the spicing of scripted quests. I understand some players have had problems with this in the past, interpreting extra monsters/challenge as punishment. It never has been, but for something that is actually an extremely minor part of the server it has caused issues. So henceforth, we as a DM team have agreed to do the following two things: we will avoid spicing a quest when there is a character/player we dislike on it, and we will try to preface difficult spice with some kind of IC signal that indicates that extra challenge awaits. Players/characters will have the option and choice of continuing, and if they do - whatever happens is fair game. If they do not want extra challenge, they should retreat IC'ly. These IC signals might be a possessed NPC warning of the might of Warchief Thubhub, or the ghost of the dead adventurers coming before you, or a quick emote about how the chosen are massed in a terrifying horde before you, or an emote about huge warm-drums being pounded, and so on. Either way, be assured there is adventure ahead, but if that is not your cup of tea then go ahead and return to town.

Two, I'd just like to politely remind people that my strongest impulse as a DM is to reward awesome characters played by mature, relaxed, chill players. Not everyone can play an awesome character, but everyone can try. Really try to come up with an interesting character that does interesting things. And more important than that, be relaxed about things. This is just a game, and although you should feel free to bring up issues if you have them there just seems to be a lot of players these days who get way too uptight about things, and it doesn't really make me enthusiastic about DM'ing in general. I will be making a special effort in the coming days to keep an eye out for characters that are really interesting and that deserve some special Howland-brand love.

Three, I think we are having an issue with too much character-turn-over. I think EfU is more fun if you find a character you will enjoy, and try to stick with it for a while. I know this is difficult, just throwing it out there!

Four, since I have some time over the coming days I'd like to invite people to disregard point three (the one about trying to stay relaxed about things) and send me private forum PMs about anything they'd like to get off their chest about this server. It could be requests for things (not something for your specific character, just things you'd like to see the server do), complaints about things, or any other comment about the server that you think I should read.

Rock on.

I would like to emphasize number three, if you please. It's just great seeing characters you know of logged in, who have been logging in for a few months already. Relationships are a large part of what make characters enjoyable. If your friends, rivals, and companions decide, "Well, time for a new character now, thank god I can perma with this death," then the essence of your character dies a little with them. I'm being somewhat hypocritical, because I've done this in the past a good number of times, but I feel it's ideal to know when to quit your character, and it's not most of the time!

Hear, hear for number 3.

There used to be quite a few iconic, interesting characters that were visible members of factions - yet included almost everyone nearby even when they were recruiting for what amounted to a scripted quest.

The DM factions had recognizable characters that were server presences. Grey Jenkins, Cail Durris, Laramie Lathae, Mzibi, Strife. The vicious Tigereye bitch and the duergar PC Tigereye. There doesn't seem to be much NPC presence like there used to be. The badass gladiator Councilor, the Grumbarite pastor, etc. - it just used to seem like they did more and were more active a year or two or so ago.

I thought it made EfU much more enjoyable and playable. Frankly, I don't know who the major characters in each faction are anymore.

There seems to be a general formula these days. 1. Character (usually evil) comes into EfU and makes grandiose public notice. 2. Character moves quickly on some devious master scheme. 3. Character dies when forces take a stand against them.

This seems to happen in about 3-5 weeks RL. This stuff is cool, but the turnover from this is wicked. I log on and "know" about 5 of 30-45 characters now. You can say, "you need to RP more", but it didn't used to be like this. Most characters are off doing their thang within a few days of arriving in Sanctuary, and the major gathering places are frequently almost empty.

I'm not sure this is a bad thing, but it would seem to discourage new players and frankly there seems to be minimal interaction between characters.

But perhaps my perception is inaccurate.

No, I think that you hit it on the head. It might just be "good old days" syndrome, though, but things do seem this way.

I concur.

Good posts, though I have one question howland.

I was under the impression that the DM staff was supposed to try and be evenhanded about spice for all players. By not doing it for players they dislike, it would seem like a form of elitism.

I understand why the DM's would like this idea. It would prevent OOC feelings from getting in the way of IC events and so on.

I just see another problem forming in the wake of solving one.

so which is the lesser or two evils?

The best solution is for players to behave in a nice, reasonable, relaxed way on our server and play characters that aren't outrageous, ridiculous or just plain old bad in some way. But the point of the "no spice for people we dislike" is to address issues in which players feel their characters are being targeted/punished.

Edit: And yes, we are an elitist server in the sense that I try reward players that are a positive influence on the server and who play cool characters that accomplish impressive things. We also try very hard to people get to be good, and we are very into being inclusive (in the sense of welcoming new players and helping them), but I think it is natural and healthy for a DM to reward positive behavior.

I have major problems staying with one character. I'm hoping my new concept with a partner (If I can find one) will fix that.

It's a little thing I have come to know as Characater Attention Deficite Hyper-Active Disorder. CADHD. People start a character. Things get a little dull... so they move on. I'm guilty of it too sometimes. I think we all are.

There seems to be a general formula these days. 1. Character (usually evil) comes into EfU and makes grandiose public notice. 2. Character moves quickly on some devious master scheme. 3. Character dies when forces take a stand against them.

Spot on. A bright light will burn out quickly. Take your time. Slow down. The more Grandiose a scheme, the longer it will take. As someone recently said to me, you cannot take over Lower in a day. If you have a long term goal, make it long term. It's ok if you never accomplish it, but don't expect to have it done with in a day, week, or even a month.

However, no plan can be accomplished without the help of others. So obviously character attrition hurts your cause badly. People get tired of it, die, and call it game. CADHD.

Honestly though, what I tend to see as the leading cause is a focus on levels. People can attain high levels pretty easily. Seven is not hard. Nine is attained more often than people think. But what do you do after that? Obviously, with any sort of level cap in play, you cannot play strictly for the levels. My advice? Get involved. Stay involved. Try your damnedest not to let a plot fall through the cracks. Even if you are just a minor character in it, try to keep the spark of interest alive.

All it really takes are a few people to dedicate themselves to characters and a plot to keep it going.

Death is not an excuse.

Level loss is not an excuse.

A level two character could feasibly take control of the whole city. Further, death and level loss do not negate the relationships and plot threads that you've managed to create. So you had a rough week, went from 10 to 2. Big deal! You still have all the contacts and control you had before. Keep at it and your levels will return. Truly, level loss is a blessing in disguise. It forces you in many cases to branch out in your questing and meet new people. It forces you to take a step back and look at what you're doing, what you've still got. Forget the levels. Remember the character. Play for the character.

A lot of the time permakilling a character is something you will regret later.

If you have grown bored of a character, don't find some cheap and silly way to kill him off. Instead, give him a break. Start to play another character a little, and give your main a rest. Then, when you go back to the one you got bored of, you see why it was so much fun once again.

Howland "No spice for players we dislike."

Is this OOC dislike? Like, from an argument or some bitchiness on IRC? Or character dislike. Like, you think the character is a badly played and ridiculous concept?

Emryuk
Howland "No spice for players we dislike."

Is this OOC dislike? Like, from an argument or some bitchiness on IRC? Or character dislike. Like, you think the character is a badly played and ridiculous concept?

More OOC than IC I would wager. As long as you're chill, I really wouldn't worry about the staff disliking you. This is more of a response to the players that bother the DM team by spreading lies, be insulting, disrespectful and look for all that is bad in a set of DM spice. What our new policy says is that we'll avoid these people because these people like to see a set of DM spice as some sort of "punishment" or a measure of "revenge," as well as offer unpleasant criticisms on the event.

Also a related read from the "How to rock my socks off thread" by Howland which may give you a better idea of what we may mean here.

Howland (5) The fifth point I guess is what I would call attitude, and it is - by FAR - the most important factor in helping me decide whether I'd like to spend my limited time DM'ing for a player, or whether I'd prefer to just ignore a player. We get all kinds of players on EfU, many people have had all kinds of psychiatric disorders (seriously), others have had self-esteem issues or social problems or whatever. Although I wish everyone who tries out EfU well, the simple truth is that I only DM because it's fun, and until I receive a salary for this it is much easier for me to remain excited and energized about DM'ing when I deal with players who are positive about the server vs. those who want to drown themselves and others in a sea of angsty negativity.

Players who are motivated by ego, by jealousy of other players and the accomplishments of their characters, players who see conspiracies or who search for excuses to say that the DMs are out to get them, players convinced that the server is designed to reward evil/good/'dm pets'/humans/whatever at the expense of whatever they personally play, players who harp on and on about how the server is unfair or tilted against them, players who descend into crushing despair or anger because of a death, and so on all contribute to Howland-Burn-Out and I am not going to be as enthusiastic about doing things for them as for other players.

Now, let me clarify that. If someone as a player has a complaint or question, I fully, 100% welcome them to come talk to me. I have never thought worse of a player for talking with me about their concerns. And the truth is, the server is far from perfect, the DMs are far from perfect, and we'll never improve unless people come and talk to us about things we could improve on. In fact, if you're a player who's relaxed but tells me when you think something is wrong I'll really appreciate it and do my best to help you out in turn with my DM'ing time.

The other thing I'd say, and this is important, is that players should not interpret a lack of DM attention from me to necessarily mean that I'd prefer to ignore you. I have limited time as a DM, limited attention and energy, and often find myself very quickly being wrapped up in things IG when I am actively Dm'ing. I often miss DM tells IG, and my IRC client has a tendency to lose PMs from people if it's sent when I've been away for a while (speaking of which, if anyone knows how to fix that, telling me would be great). I do my best to respond to everything (even if it's just, 'I can't help you now'), but I do have limitations.

Oona It's a little thing I have come to know as Characater Attention Deficite Hyper-Active Disorder. CADHD. People start a character. Things get a little dull... so they move on. I'm guilty of it too sometimes. I think we all are.

I'm pretty sure I suffer from this. My problem isn't that I get tired of old characters so much as thinking of a new concept and then wanting to try it out. With limited playing time, I have to choose between my characters.

Of course, I do really like playing Dantian Hall ... he's my fourth character (discounting a mismade character based off my PnP group that was doomed to never fit in on this server).

Connections are a big part of it. Dantian has them ... making connections with him is easier than with any of my other characters because he's more like a real person than any of them were.

As for as the stuff about spice ... I've only been involved in three spiced events, and I liked all three. I didn't say anything to the DMs at the time, but I want to say thanks now. It was awesome ... all of it.

I've got slightly frustrated because of dying to stupid mistakes and stuff.

Does that count?

Emryuk I've got slightly frustrated because of dying to stupid mistakes and stuff.

Does that count?

Sure, it's okay to be frustrated now and then. I know when I played I've been frustrated at deaths before.

Although it's another matter entirely when you take your frustation out on other players and DMs by insulting them, acting superior, etc.

If it makes you feel any better Emyruk, you are not one of these people. :)

I'll also add that this isn't a measure to set up an elitist circle of people that we will spoil. For me, this will hardly change who I involve in DM plots. It's a personal goal of mine to include at least one player who is new or not "on the scene" as our most prominent PCs in the larger events I run. With this in mind, I doubt any other DM would exclude a new, upcoming and/or promising player, but would instead decide not to cater to those players who have shown disappointing conduct.

Dear reader,

Did you see the two hawt ladies hanging on Howl's shoulders in that pic of him posted on irc?+

10 bucks says they were named Mary and Jane.

it's symbolic *nods*

<metropakt> STFU TARD

Sincerly urs, G. HERDER - Rocking the dislike/ban/off-topic-troll list since [Date Joined]

And now back to you Tribute to Chris Farley, in the studio: http://www.youtube.com/watch?v=9jAsZhGU6qY

Ahh, so basically, don't be an asshole.

That's alright then.

:D

Char turnover weee. :(

I'm very happy to see some public release about the nature of spice and how it's handled by the DM's. At times it's felt spiteful, at others spoilish, and as a player....much like the DM's are often to say....we can't read minds, and as a player sometimes we mistake IC actions by NPC's as motives implemented by DM's.

My first thought was that it seemed like the "no spice for players we don't like" seemed a bit elitist....but it would probably prevent more problems than it would create.

My only real concern with it is that it doesn't give players that have made some poor choices in the past a chance to redeem themselves, and prove they are better players than they have been in the past.

I've made some poor choices myself, and there may be a few DM's who will never spice a group I'm in because of that. I don't want to feel like "Oh hey (insert DM name here) hasn't spiced me in a long time, they must hate me!" Or in the worst case scenario, make a group miss out on some awesome spice because the DM who was going to run it realized a player they don't like is in it.

I would hope that the DM's only avoid players they REALLY dislike, or at the very least, once in a great while give them another chance to prove what a badass player they can be.

I love Spice, I mean, how else are you going to get the best RP imaginable and sick loot?

Thomas_Not_very_wise I love Spice, I mean, how else are you going to get the best RP imaginable and sick loot?

Thomas_The_Obvious

XD

Vlaid I would hope that the DM's only avoid players they REALLY dislike, or at the very least, once in a great while give them another chance to prove what a badass player they can be.

Yes, that's how it will be handled I believe.

I really do appreciate the transparent way you deal with the DM/Player relationship; it helps to keep the whole thing in perspective and reminds me that there's people DMing, and not DMs peopling. You can borrow that word if you like, I'm done with it. (Spellcheck didn't even underline it.)

With that said, I'm going to play what's right for me from now on, and if the DMs peek in every now and then and like what they see, that's a bonus. Suddenly, trying to impress the DMs seems like a really poor choice of how to spend my time, which is not to say I don't appreciate the helpful criticism of those who have been where I've been.

Comedy option: Yeah, I'll probably live longer without any spice . 8)

Efus Dms Rock! A Few of them I knew and have personally Rped with. Sherry pwned my first char with grungetoe subdued him. And Caddies Killed him just Butchered Him! Also Calculor is extremly cool. Strife is really cool Hilariouse and once did a cruel sick joke on me that freaked me out. And He did this Spoiler that was off the chain! Howland well Howlands Howland cool and funny and stuff. Also if I didnt include you I probably dont remember you but you guys rock and keep the server cool.

I think there are just some people that play on EFU that don't particularly like spice where things are more challenging from a mechanics viewpoint. From my point of view, I don't want to make EFU any less fun for them, nor do I want to make them feel victimized and targetted. This kind of off the wall and intense spice is reserved for people I think will really enjoy it, or players that are more or less the ones I have the most fun really pushing to their limits. I know I've made things too difficult in the past, or not rewarding enough for how challenging things were. Basically this post is us saying we're trying to make EFU as fun as possible for everyone, us evaluating ourselves, and objectively trying to improve how we run the server. The comments made about players we dislike really only applies to people we have had serious issues with that apparently aren't resolvable. (Very very few players). And even then, we're all about 2nd, 3rd, multiple chances. Nobody here is a heartless bastard... except maybe Wiggyboy? Or me?

<_<

>_>

Oh, and stick with your characters guys! Too much PC turnover is definitely the most important point that was addressed in this post.

Dr Dragon Efus Dms Rock! A Few of them I knew and have personally Rped with. Sherry pwned my first char with grungetoe subdued him. And Caddies Killed him just Butchered Him! Also Calculor is extremly cool. Strife is really cool Hilariouse and once did a cruel sick joke on me that freaked me out. And He did this Spoiler that was off the chain! Howland well Howlands Howland cool and funny and stuff. Also if I didnt include you I probably dont remember you but you guys rock and keep the server cool.

<3, but we make mistakes, and we want to be better DM's for everyone here.

Of course Efus Dms make mistakes Pfft Id hope so. There regular People. I mean But us as players make just as much mistakes if not more than efus Dms.

From what I have read, DM spice can be difficult and challenging, and if you're not up to the challenge, you needn't feel that you must continue onward, and there will always be an in-game warning and option to pull out or avoid it, should you encounter it. So, for those players who want the extra challenge and reward, it will be there sometimes-and for those who don't, there's no shame or problem with avoiding it or refusing it. It's the same policy as on DM quests, really, and there's no big surprise that this policy would also be used in regards to quest spicing.

I'd suggest people not read too much into the comments about DMs avoiding players they dislike-fretting about this isn't going to do you any good, and I honestly don't think the EfU DM Team is spiteful or vindictive in the least. I think this was merely meant as a reassurance that DMs aren't going to be dropping spice on players as a punishment; I think it was also intended to point out that the DM team is not going to go out of its way to make EfU unbearable for certain players just because they have a dislike for them. Each DM's personal preferences vary, and if a DM absolutely has a huge problem with a player, I'd imagine he wouldn't really want to DM for him in any situation-but I expect instances like these are extraordinarily limited. For the most part, the DM-player situation seems pretty mellow from what I have seen, and I think Howland was just reaffirming that there isn't any spite going into DM activities when they run quests or spice scripted quests.

I think the turnover allowance-that is, the ability for players to make a new character and get right back into the thick of things-is a very good thing on EfU. However, I would suggest that engaging in spurious PvP and questing up to L8 and then losing interest in a character probably isn't the best way to enjoy EfU. Questing is fun, but the most interesting dynamic in EfU has always been the gameworld that Howland and the DM Staff have created-and the way to truly experience that is often to level a little slower, be a little less quick to PvP and a little more tolerant of other PCs opposing you, and you'll probably find a longer-lasting, more interesting story resulting from your character and those associated with you. I don't really think turnover is a problem on EfU in and of itself, but I do think it diminishes the capacity for a lot of players to fully enjoy the concepts and characters they've created.

-SaRF

Few scattered thoughts i have about spice from a player perspective:

critical hits or unlucky saves can make it seem to a player like the spice was too much and intended to kill them;

Players in the same party, even ones who play often together, will in my experience have different perceptions of how hard the spice actually was. Levels of mechanical skill vary.

-If you're lucky, you can please most of the people most of the time. You can never please all of the people, all of the time.

There has been maybe two or three players I didn't care for in the history of EfU, and I think all have been banned. The point about spicing players we don't like is just to reassure players when they ARE being spiced that it is not punishment, because clearly sometimes players do think that (erroneously).

The problem is not spicing. Spicing is great and welcome. The problem is how it is done and to what extent.

Adding extra monsters mindlessly in hordes till all the character is in the Fugue is not spicing and not creative. I don't say never put additional monsters as spicing but please, do it on some creative way which is fun for the players. We don't need a DM to click on the spawn monster action in the DM client, every idiot or even a randomised script can do that. It is almost a waste of DMing time. For that variety it can even be enough if the scripted quests are getting bit modified from time to time, just by adding/removing/changing a few spawns, just to keep the players in uncertainity (which is I guess would be the main aim of such spicing).

I prefer spicing which changes the quests on some interesting way and making it more interactive. Example: party goes troll killing, but after a few trolls down the troll leader comes forward and asks for an armistice, asking the party's help to face some even more dangerous foe, alongside the trolls (like a horde of Umber Hulk or somesuch). I am pretty sure that something like that would be much more fun and memorable for everyone involved and gives much more extra RP possibilities and considered a valuable DMing time. EfU is advertised as RP server. Doing this second type of spicing make it really an RP server. The first type of spicing/DM interaction pushes it towards an action server direction. GentleDMs, the decision is in your hands.

All above is my thought only, please feel free to contradict or argue on a civilised way.

By the way, if you did not noticed: I am back on EfU again! :D

Mystic_warden

I prefer spicing which changes the quests on some interesting way and making it more interactive. Example: party goes troll killing, but after a few trolls down the troll leader comes forward and asks for an armistice, asking the party's help to face some even more dangerous foe

99% of the time the party will just wander up and slaughter that troll.

Than it is their decision.

That spice is what we typically do. We try to make the quest more interesting. I have dramatically altered the nature of the quest many times.

But there's also something to be said for making it harder too. Most of our scripted quests are exceedingly easy. Amping up the difficulty level from time to time doesn't seem unreasonable to me, although as you can see from this post henceforth it will be optional.

Think of hard quests as practice for PvP. NWN is a relatively simple game that anyone can get good at, but it does take practice and situations beyond the normal ones. Defeating a difficult challenge is a good feeling and something I think many players enjoy.

Since I'm a known character flake, who can't seem to stick with any concept for very long at all, I'll throw this one out there:

What Howland said about sticking with your character is absolutely true, and should be followed. You shouldn't change your primary character on a whim, or whip up a different concept as soon as you stumble upon the first difficulty with your current one. Most of the fun on EfU comes from trying to find alternative solutions to your characters' problems once your Plan A has been thwarted by your enemies. That being said, however, I'd like to emphasize that you should -never-, -ever-, -ever, stick with a concept which isn't fun for you. The line between 'fun' and 'chore' is very clear - if you log on with your character to play, you're having fun. If you only log him on to fulfill IC obligations, you might want to re-think the concept (that is, give him more goals, changing the way he acts to adapt to IC circumstances, etc.) or come up with a new concept altogether. Probably the quickest way to get burned out from EfU or any roleplaying community such as this one is to keep playing a character you don't enjoy. So, to sum it up - try and keep your concept fun for yourself for as long as you can, but if it doesn't seem to work, by all means, go ahead and change characters. If you happen to stumble across a concept you -really- enjoy playing, you (and everyone else on the server, by extension) will be better off for it, I assure you.

- |<.

I look forward to spice and sometimes I find myself -asking- for it. I hate the routinely tedious quests that sometimes can kill my guy regardless. I mean, How can you topple an alhoon in 5 seconds merely because your group spammed true strike potions? How can you face a death slaad when it isn't smart enough to run away?

Sometimes a simple joke can turn into spice. DMs have in the past said "drop us a line on the DM channel and maybe we'll show up and take note." So, it being a seemingly slow day, I decided to do just this." I mistakenly thought Metro was the only DM on and drop "Who's a big fluffy flying chosen?" on the DM channel. I'm not sure if it was that tell, or the sending for help in the quest that lured Wiggy from his slumber...but when we got in there, the whole quest was changed. It was super hot spice, like PvP on crack. Anyone will tell you, dying with consumables is dying a needless death....4500 in consumables later, I stood there, heart pounding yet still alive. I scooped up all the DM loot and made sure it went to the players who had earned it (IE: each player got the loot intended for them). A great time was had by all.

I enjoy talking to our DMs IG and in IRC. I like you all, and I hope if you ever see me doing something that makes you ask WTF? You ask me about it. I'll be happy to chat with any of you anytime. I like my spice from a simple twist to full blown "how the hell are we going to live through this?" Keep up the good work guys XD

As an aside: LTS told me the only way to get Sherry lewtz is to compliment her silky, flowing hair...is this true? >.>

I'm disappointed in all of you and your lack of geeky Dune references.

I'm just a little sad to hear that decision, because going on a quest that begins normally and then suddenly is altered by DM incoming is just the greatest thing that can happen. That element of surprise just keeps me on my toes in any quests, even if i've done them a lot.

Even when the spice is too hot, a panic scene is the funniest thing to witness, even if you're watching it while your hp tickles slowly towards -10. Fugue does suck because you just can't watch your fellows running around the troll lair.

How about an option in caracter creation or somewhere at the start zone that says "no dm spice please" or "hells, come and get me, DMs, if you can!"?

I've had some really nice themed spices before.

One was on the canal depot cleanup quest. Don't know which DM did it, but it led us to fighting 3 ooze giants (surprisingly with no acid DR).

Letsplayforfun a panic scene is the funniest thing to witness
That has got to be one of the best parts of being a DM. The few times I've managed to see this, it was so hilarious it was worth the death.

Mystic_Warden is back!!!!! :D :D :D :D :D :D

Welcome back. :)

-SaRF

Who, me? *hides* :oops:

Yeah, I thought I would kick around here a bit again, than I will see.

Welcome back.

Ahem, excuse me.

THE SPICE MUST FLOW!

@_@

*gives mystic a big hug* Welcome back

I sat down and read all these posts, so here's a few follow up comments I have.

First, I wasn't stating that avoiding disliked players was elitist...I was just saying I thought it could be viewed as such. I am indifferent as I see the benefits and drawbacks to both sides of the coin.

Howland mentioned that very few players are ever truly excluded from EfU. That being said, i'd say that those who were banned and didn't come back, we're better off without them. Those that may have been given a 'timeout' ban, have matured, I'd like to think.

Someone also mentioned that players who were 'disliked' (which could mean so many things), could just be newbs.

I was new to D&D before Neverwinter Nights. I was also new to true role playing till this server. So trust me, it's taken a year and a half for me to finally get my shit together and actually know what it's like to have a concept (despite most of mine being not very good compared to most others).

I see this realm differently now.

I once had a paladin. He was in Hoar. A tomb rattled and shook. A DM was there. We (foolishly) opened the tomb. Out popped a banshee. 4 Wails later, my paladin was dead.

"Just because it's there doesn't mean you have to kill it." That's the quote that's stuck in my head the day the DM was there.

Not long after that my rogue encountered a Dire frog that wanted to help. Yes HELP my party. He joined in just as any other character and we healed him when he was wounded and so on. Crazy as hell, I tell you! (I have screenies posted under Tarnis to prove it). But the above quote always stays in my head. Sometimes running SHOULD be the first instinct. Other times, TALKING is the only option.

Portal quest, where 3 level 3's did it. We spent more time being chased around than actually fighting. After like 2 hours of killing one trog at a time, I asked for help. DM Lizard Queen made us leave some of our equipment behind as a tithe to the lizard gods for safe passage.

So spice and random DM appearances, can be dealt with if people just don't have knee jerk reactions of "Kill, kill, kill" This is an RP server after all. Think with your heads not your swords.

Yes, if 'kill, kill, kill' is your default action, then 'death, death, death' will likely result.

That was pitch perfect, djspectre.

This thread sort of makes me sad.

1. It's sad that this thread has had to be made in the first place, as this can only mean one thing. There has been an increase (on an unknown amount) of assholes playing on the server. Who want to be left to their own devices where they can quest their little hearts out.

2.Now one thing that I noticed, is I think the DM's have misphrased avoiding spice with "Players we don't like" It sounds more like avoiding spice with "players who don't like us". If people arn't going to appreciate any spice that they are given, or even resent it. Then nothing is lost if they don't get any attention. People who want to be left alone are being left alone.

Even when the spice is too hot, a panic scene is the funniest thing to witness, even if you're watching it while your hp tickles slowly towards -10. Fugue does suck because you just can't watch your fellows running around the troll lair.

Too bad there is no option to stay with your char's corpse as a ghost (like my good ol' days on UO) or leave to the Fugue if you can't bear to see your corpse looted by that thief in your party ;)

As for character turnover...GUILTY AS CHARGED. However, I can't help it that it took me a few characters here on EU before finding my stride with Nathan Broadblade (though that doesn't mean I love my others any less...)

As for DM Spice. Spice is always nice. If you feel yourself being overwhelmed, then retreat or drink that expeditious retreat drink or drink an invisibility potion and run back to Sanctuary. But remember, if you want to run with the big dogs sooner or later you need to leave the safety of the front porch (I'm still trying to get my collar off :( )

-Kalos

In response to what Cluckyx wrote:

Some people complain a lot about any difficulty increase, especially when it results in a death for his or her PC. This is fine, sometimes things are too hard, sometimes the PC made a mistake though - or made a silly decision. These players that resent any sort of challenge increase or construe any spice as a personal attack are welcome to 'quest their hearts out', as you put it, and I will not make things more interesting or difficult for them.

Some people like challenges and are willing to embrace unknown risks with their adventuring character. These are the PC's that will likely experience the most interesting things and receive the best treasures. As a DM, I'm not interested in causing anymore mental grief for myself than I have to. As you all can probably imagine, dealing with complaints about deaths gets taxing, and though I am always willing to listen to a player that is upset or concerned things were too hard, I am only human afterall, and dealing with complaints is not fun at all.

yeah pssshht

why would you want to deal with complaints in a job you don't get paid for? it is all voluntary from our good old dms, remember that folks!!

unless there is something we don't know... >.>

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