Are you Responsible for "your" newspawns?
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- Bowser
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Are you Responsible for "your" newspawns?
Hypothetical question:
Lets say a small party is travelling by boat and docks on an uninhabited island with mean animals roaming the area. The regoin has grass as its only resource. You decide to gather a days worth of grass before you leave. Your iron shield is more than effective against animal attacks.
While you look gather, a new spawn pops up.
Can you in good conscience, leave the newspawn there to fend for him/herself? Or have you a responsibility to help them get maybe a bone shield or a weapon of sorts of food? or can you just sail away leaving the newspawn to fend for themselves?
Lets say a small party is travelling by boat and docks on an uninhabited island with mean animals roaming the area. The regoin has grass as its only resource. You decide to gather a days worth of grass before you leave. Your iron shield is more than effective against animal attacks.
While you look gather, a new spawn pops up.
Can you in good conscience, leave the newspawn there to fend for him/herself? Or have you a responsibility to help them get maybe a bone shield or a weapon of sorts of food? or can you just sail away leaving the newspawn to fend for themselves?
Homer wrote: "Weaseling out of things is important to learn. It's what separates us from the animals ... except the weasel. "
- Spider
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Phalynx
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None of the above, or rather possbily all of the above....
It depends entirely on which character I am playing and what their morals are...
For example another thing on the list might be 'enslave them with violence and kill them when their usefull work is don' or 'hande the keys to the boat over to them and watch them sail away'
It would be wrong to allow OOC factors determine your characters actions. If you play a reasonable, moral character then this is a dilemma for them, perhaps involving some excellent roleplay (if they are awake) or it could just be a chance for you character to practice his sabre skills with some good roleplay.
Whether this makes gamplay for the newspawn enjoyable I think is more down to how you to make it interesting more than anything else.
It depends entirely on which character I am playing and what their morals are...
For example another thing on the list might be 'enslave them with violence and kill them when their usefull work is don' or 'hande the keys to the boat over to them and watch them sail away'
It would be wrong to allow OOC factors determine your characters actions. If you play a reasonable, moral character then this is a dilemma for them, perhaps involving some excellent roleplay (if they are awake) or it could just be a chance for you character to practice his sabre skills with some good roleplay.
Whether this makes gamplay for the newspawn enjoyable I think is more down to how you to make it interesting more than anything else.
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- Seeker
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tiddy ogg
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- SekoETC
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It very highly depends on what kind of a person they are. (Both the newspawn and the sailor, actually.) I don't have many characters with boats, but usually they could use some assistance. The problem is if you give stuff to a newspawn, there's no telling wether they will fall asleep and die, or perhaps run away. Especially if your character happens to have questionable moralities. How do you tell a newspawn that you're a pirate and most of the world would consider your actions criminal (yourself leaning to believe that as well).
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- Chris Johnson
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<grumble>Them pesky english speaking explorers could spend a little more time in my char's little toy town so it has some chance of ever raising above pop = 1 , oh but no ...dock ...pop out , scan around writing things down say "hi" , run into my shack and out again without so much as a please or thank you , whack 3 of my pets and say "bye" before so much of a chance of new spawn generation </grumble>
- Bowser
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I understand that your actions and how you react to situations depends on the character you are playing, but that doesn't answer the question.
If you had a baby in real life, do you have a responsibility to feed it and clothe it or does that depend on if you are a good person in real life. If you are a crack whore in real life than it is certainly alright to sell the baby for drugs.
It is a hypothetical question asking you about your cantr morals.
If you had a baby in real life, do you have a responsibility to feed it and clothe it or does that depend on if you are a good person in real life. If you are a crack whore in real life than it is certainly alright to sell the baby for drugs.
It is a hypothetical question asking you about your cantr morals.
Homer wrote: "Weaseling out of things is important to learn. It's what separates us from the animals ... except the weasel. "
- SekoETC
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- Cdls
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Bowser wrote:
If you had a baby in real life, do you have a responsibility to feed it and clothe it or does that depend on if you are a good person in real life. If you are a crack whore in real life than it is certainly alright to sell the baby for drugs.
It is a hypothetical question asking you about your cantr morals.
You cant really compare the two situations, its not like babies just appear out of nowhere and are able to provide for themselves. If you have the baby it is your responsibility to care for it.
That would be like saying "if you eat dinner, are you obligated to feed everyone in your town" kind of thing.
Now, to answer the question. As a person, I would feel obligated to help them out, but as a player it would depend on my characters views.
- Black Canyon
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With the example given, it is very similar to the baby situation in many ways. Remember... if you and your crew or partner were not on the uninhabited island at that very moment, the newspawn wouldn't have arrived there. They might have instead arrived in the middle of Drojf, or Sjoftich, or wherever. But they spawned there because you are there. So, because of that, I personally would feel a responsibility.
- Crosshair
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I tend to build a building in those kind of places... Call it something like "Shelter." That way I'm saving lots of newspawns and travelers.
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tiddy ogg
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[quote="Black Canyon"]With the example given, it is very similar to the baby situation in many ways. Remember... if you and your crew or partner were not on the uninhabited island at that very moment, the newspawn wouldn't have arrived there. They might have instead arrived in the middle of Drojf, or Sjoftich, or wherever. But they spawned there because you are there. So, because of that, I personally would feel a responsibility.[/quote]
But do your chars know that? Is this OOC influence?
But do your chars know that? Is this OOC influence?
- SekoETC
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Crosshair wrote:I tend to build a building in those kind of places... Call it something like "Shelter." That way I'm saving lots of newspawns and travelers.
And then someone who manages to get iron builds a lock in there so that no one would steal their valuable small bones and hides.
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- Bowser
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Cdls wrote:Bowser wrote:
If you had a baby in real life, do you have a responsibility to feed it and clothe it or does that depend on if you are a good person in real life. If you are a crack whore in real life than it is certainly alright to sell the baby for drugs.
It is a hypothetical question asking you about your cantr morals.
You cant really compare the two situations, its not like babies just appear out of nowhere and are able to provide for themselves. If you have the baby it is your responsibility to care for it.
That would be like saying "if you eat dinner, are you obligated to feed everyone in your town" kind of thing.
Now, to answer the question. As a person, I would feel obligated to help them out, but as a player it would depend on my characters views.
I most certainly can and I did. A newspawn appears in an area soley because you were there. It is the closest thing we have to children. That is why I posted the pole to see if morally, we had a responsibility to "our" newspawns. Now I know why I have such a low post count. It's just not worth the effort.
Homer wrote: "Weaseling out of things is important to learn. It's what separates us from the animals ... except the weasel. "
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