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Roleplaying: Guiltless PvP

Roleplaying: Guiltless PvP

Original: In a resent article i read about UO, it stated that 80% of its avatars stay in the Tramel facet(this is the non PvP land). This tells me only ONE thing, that most peeps dont like to be engaged in PvP constantly, and since this IS a business and WP is out to make money, I think this is a important fact for WP to take notice to. I think the addition of the extra skills spoke of in the recent Beta 2 article is a much need addition, but i believe that there is a along way yet go. Perhaps more talk of "special" items..or anything...just a thought

By- Salodin

Answer: As Guerand points out, our goal is to make "guiltless player killing impossible." By limiting a murderer's abilities to move across worlds instantly and by making things like Guild affiliation instantly accessible, we're adding retribution to the mix, which, in the end, can lead to MUCH better stories.

Look, for example, at that pinnacle of fantasy film, Conan the Barbarian. Here we see the tale of a young n00b whose entire clan is ruthlessly r0xx0red by a truly l33t band of PKs, and then make his life a living hell.

It takes years, many levels, and some buddies, but in the end what happens? Conan takes the heads of his enemies, and burns their Guildhall down. Why? because way back in reel one, he looked at his enemies' Guild Crest, and remembered it.

Of course, in Shadowbane, Thulsa Doom and company would respawn somewhere a few minutes later, saying "Damn, the Tree of Woe didn't work! Time to teach them why they fear the night AGAIN." Wouldn't that have been a better sequel anyway?

So, does PvP enable us (and you, the players) to tell better stories? You can guess my answer.

Great, I can see it now - some CC enforcer talking down an anti with the old "I am the wellspring from which you flow - look at the strength of your body... the desire in your heart... I GAVE you this" spiel.

Of course, were they to say such things, I'd have to applaud them for roleplaying.