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So, this would normally have been an actual google poll, but because the situation is too complex to be expressed in a set of questions, and in many ways, all factors come to down to a single question. This thread is written from my personal view and opinion, not one that I express is superior to any other. I express these as prompted by a suggestion from @Carlit0o as something worth exploring, but also something I will yield to the community majority decision. This question is:
The Premise
So the premise is this: Other servers have systems in place for character resurrection, one of Massive's main competitors has a very free system of player resurrection and on other servers, the matter of magical resurrection is in the hands of players or freely accessible in more high-fantasy magic stakes. The depiction of community attitudes is in that context skewed. A lot of players feel for example that on Massive, players are more attached to their characters and have a hug-box attitude to character death, but this is often skewed because those opinions come from people who have access to instant character resurrection if they feel the death inflicted on them was not good-rp. This "right" is often held away from players on Massive, where characters die seemingly entirely out of hand. So what I propose is this:
The Magical aspect of resurrection may be something that is hard to swallow on Massive because of it's (relatively) low fantasy setting. Many of the player characters have never seen or been subject to magic, and many of the magical events are depicted as divine aspects. A lot of fantasy aspects are extremely muted (like fairies being legend instead of fact), though other high fantasy aspects do exist, like magical stone snaked that guard ruins. For some, the appeal of the universe is that the fantasy aspects remain distant. You don't have to be confronted with magical stuff unless you search for it, and in many cases, it facilitates even repression. Were a more free stance on resurrection to be given, this high-fantasy would no longer be distant, but become permeated in every day life. Simple things such as combat rp to the death or noble plots would become framed in the inevitable eventuality of resurrection. So what I propose is this:
Community concerns are also present however, because a resurrection system does not come without issue. Even in our current environment, player killing is sometimes forced by peer pressure, but in other environments where resurrection is present, the pressure to keep your character dead is sometimes also present in peer-pressure. There are obviously ways to mend this, we can make character resurrection come at a cost, but the ultimately, there will always be that pressure aspect to deliver a satisfactory experience to other players at your own expense in some situations. So what I propose is this:
A major argument in favor of resurrection clauses over kill perm rules held against Massive has always been "Having the ability to perform, regardless of the end-product of the act, is more valuable". Let's say on server A, you can freely resurrect after being shot in the head with a crossbow bolt. On server B, you need permission to fire the crossbow bolt, but when you have it, it's final. On server A, you may feel the resurrection of the character is anticlimactic, and at the end of the day worthless. It doesn't actually result in a long term victory besides an in-the-moment celebration, and the freedom at the end of the day is hollow because it is like tossing a stone in a pond and getting no real flooding of the banks out of it. The freedom to fire that bolt instead of asking for permission however is considered a benefit to some, and a detriment to others. So what I propose is this:
Progressions have been becoming more wacky as of late, particularly to keep the "fresh" attributes of ever changing lore in effect. Essentially, we once started with really static occupation lores, but started expanding with fantasy aspects to keep things feeling relevant. An invasion with military means was done, then an invasion with military means with some magic, and the magical component was increased each time to "make something new" this is largely because the server's population itself does not engage in much high-stakes roleplay, largely because of our believe of character death being a scary thing and being final. What I propose thus is this:
But is Character Death really meaningful this year? This is a really short opt. What characters have really died this year? What Character Death has ever meaningfully been perceived by the player base? Why would resurrection affect this in any way? What evidence is there to suggest that a resurrection system would cause any more or less OOC spite than the current kill perm system. What I propose is this:
As ironic as it sounds, while MassiveCraft is often accused of being too restrictive on the players both in lore and in rules, the server is actually about the freedom of choice. Not about the freedom of choice to act in whatever way you like, but the freedom to choose to become subject to the roleplay you want. On MassiveCraft you always have the freedom to walk away from roleplay (within reason) and you have the freedom to dictate the end of your character (within reason) as long as your character is perceived in a co-operative sense. Massive is about not having certain roleplay forced on you, and that may unfortunately become the case with a resurrection system. With such a system in place, character kill perms would be loosened considerably, and while it won't result in purge-esque scenarios of bandits roving into the tavern and death capping everyone, it certainly will result in some players being forced to acknowledge character death and diminishing in line with the cost of resurrection. So what I propose is this:
If you reply, please preface your points/test with "I agree to having character resurrection" or "I disagree to having character resurrection", and then please explain why on both accounts. Replies without reasoning will be deleted.
Should characters be able to resurrect much easier to encourage more high-stakes rp albeit with drawbacks for the sake of roleplay.
Before judging and making a decision, please consider playing the devil's advocate and reading this post fully through. For the sake of discussion and preliminary polling, this thread will not have an actual poll in it. We want there to be a discussion first, so that players can be exposed both to staff stances, player stances, and for everyone to be able to see the "other side of the coin".
The Premise
So the premise is this: Other servers have systems in place for character resurrection, one of Massive's main competitors has a very free system of player resurrection and on other servers, the matter of magical resurrection is in the hands of players or freely accessible in more high-fantasy magic stakes. The depiction of community attitudes is in that context skewed. A lot of players feel for example that on Massive, players are more attached to their characters and have a hug-box attitude to character death, but this is often skewed because those opinions come from people who have access to instant character resurrection if they feel the death inflicted on them was not good-rp. This "right" is often held away from players on Massive, where characters die seemingly entirely out of hand. So what I propose is this:
MassiveCraft has an extremely pent-up safety complex concerning characters. Players on Massive are so scared of losing their characters that it cripples their flexibility in roleplay, and causes stale tavern rp because barely anyone is willing to take a risk or take a chance, at the off chance of failure.
The Magical Aspect
The Magical aspect of resurrection may be something that is hard to swallow on Massive because of it's (relatively) low fantasy setting. Many of the player characters have never seen or been subject to magic, and many of the magical events are depicted as divine aspects. A lot of fantasy aspects are extremely muted (like fairies being legend instead of fact), though other high fantasy aspects do exist, like magical stone snaked that guard ruins. For some, the appeal of the universe is that the fantasy aspects remain distant. You don't have to be confronted with magical stuff unless you search for it, and in many cases, it facilitates even repression. Were a more free stance on resurrection to be given, this high-fantasy would no longer be distant, but become permeated in every day life. Simple things such as combat rp to the death or noble plots would become framed in the inevitable eventuality of resurrection. So what I propose is this:
I believe in my personal ability, when aided by Lore Staff, to tie any potential resurrection mechanic to religion, and to profess the religions of the individual races as true "in a way". For example, Allar might find some magical means to resurrect people through Alchzech alchemy, while a manifestation of the Imperial Spirit does it for Unionists. I am confident that I can implement a resurrection mechanic without it suddenly forcing magic on every character, but I cannot take away the dissonance of character resurrection having an effect on how the people of Aloria (and the players subsequently) view death and the importance there-of.
The Concern of Community
Community concerns are also present however, because a resurrection system does not come without issue. Even in our current environment, player killing is sometimes forced by peer pressure, but in other environments where resurrection is present, the pressure to keep your character dead is sometimes also present in peer-pressure. There are obviously ways to mend this, we can make character resurrection come at a cost, but the ultimately, there will always be that pressure aspect to deliver a satisfactory experience to other players at your own expense in some situations. So what I propose is this:
I believe in my personal ability, when aided by Lore Staff, to create a system of drawbacks for resurrection, like a flat proficiency loss, a loss of limb, a loss of magical spells, mutations, memories and more, to balance off the free-cost of resurrection. That being said, we will not be able to fully take away character death pressure which is inherent in a conflict scenario.
The Fallacy of Freedom
A major argument in favor of resurrection clauses over kill perm rules held against Massive has always been "Having the ability to perform, regardless of the end-product of the act, is more valuable". Let's say on server A, you can freely resurrect after being shot in the head with a crossbow bolt. On server B, you need permission to fire the crossbow bolt, but when you have it, it's final. On server A, you may feel the resurrection of the character is anticlimactic, and at the end of the day worthless. It doesn't actually result in a long term victory besides an in-the-moment celebration, and the freedom at the end of the day is hollow because it is like tossing a stone in a pond and getting no real flooding of the banks out of it. The freedom to fire that bolt instead of asking for permission however is considered a benefit to some, and a detriment to others. So what I propose is this:
I believe in our ability to formulate an additional layer of perma-death rules in certain scenarios that reward really high stakes good rp, but leave most of the character resurrections to the players, albeit balanced with drawbacks. If a resurrection comes with a physical irp drawback and if the character has no memory of their death, the victory can last longer than in the moment. And perhaps, the in the moment victory is worthwhile.
The Wild Order of Progressions
Progressions have been becoming more wacky as of late, particularly to keep the "fresh" attributes of ever changing lore in effect. Essentially, we once started with really static occupation lores, but started expanding with fantasy aspects to keep things feeling relevant. An invasion with military means was done, then an invasion with military means with some magic, and the magical component was increased each time to "make something new" this is largely because the server's population itself does not engage in much high-stakes roleplay, largely because of our believe of character death being a scary thing and being final. What I propose thus is this:
A resurrection system would seriously tone down the fantasy element of progressions, because we no longer need to band-aid the lack of day-to-day plotting and high-stake rp in the player base with wacky progressions. With a resurrection aspect, the pressure on lore staff to organize "something happening" in lore will become less, as XYZ player might decide that instead of waiting for the next progression, they might simply start an assassination plot to keep them busy.
Character Death becomes meaningless
But is Character Death really meaningful this year? This is a really short opt. What characters have really died this year? What Character Death has ever meaningfully been perceived by the player base? Why would resurrection affect this in any way? What evidence is there to suggest that a resurrection system would cause any more or less OOC spite than the current kill perm system. What I propose is this:
Character Death is already utterly meaningless. Any characters that have "high profile" presence never die because the players don't want to lose them. Even if a resurrection system were in place, the value of character death would not be altered as perceived by third parties.
Finally, MassiveCraft is about choices
As ironic as it sounds, while MassiveCraft is often accused of being too restrictive on the players both in lore and in rules, the server is actually about the freedom of choice. Not about the freedom of choice to act in whatever way you like, but the freedom to choose to become subject to the roleplay you want. On MassiveCraft you always have the freedom to walk away from roleplay (within reason) and you have the freedom to dictate the end of your character (within reason) as long as your character is perceived in a co-operative sense. Massive is about not having certain roleplay forced on you, and that may unfortunately become the case with a resurrection system. With such a system in place, character kill perms would be loosened considerably, and while it won't result in purge-esque scenarios of bandits roving into the tavern and death capping everyone, it certainly will result in some players being forced to acknowledge character death and diminishing in line with the cost of resurrection. So what I propose is this:
I believe in our ability to salvage the freedoms of players to opt out of this resurrection system, at the price of not being allowed to participate in any character death of other characters. There has to be a golden way to allow players who really don't want to deal with the anguish of a post-death scenario to be free of such constraints, but also deny them the freedom to inflict it on others if they chose to step out of it. I believe that whatever we do, Massive's freedom of deciding what roleplay you are subject to should be protected, and not scrapped for the sake of individual and temporary elation.
In concluding, again, I want to remind everyone that this is not a plan or decision in any form. Carlito and I discussed at a very facile level the idea of resurrection, but I also expressed very clearly that the consent of the playerbase at large in a reasonable level would be necessary (so not like, 51% Brexit Referendum numbers, but more like, an 80% majority). This is purely a discussion to preface the actual poll, which we may not even have if the response here is too negative. I will also express that if this poll were to become a thing and if the resurrection were to become a thing, it would not work retroactively. Characters who are already dead would not be resurrect able, so that should not influence the decision taking.
If you reply, please preface your points/test with "I agree to having character resurrection" or "I disagree to having character resurrection", and then please explain why on both accounts. Replies without reasoning will be deleted.