Re: Portals, Exits, and Traps - Policy Concerns
Posted: Sun Oct 30, 2016 10:45 pm
Oh dear. I approved a trap, but I didn't look too closely at what the trap was or the mechanism. I just assumed building standards would be adhered to in the trap's creation.
Oubliettes are not allowed because they're a de facto PK. However, this was not an oubliette (even if it looked like one), rather it was a room that was designed to be a trap (no issues with traps in general), but built in such a manner that provided an advantage based on OOC knowledge (that's definitely an issue).
I just wrote a note to staff reminding them to please ensure we follow the building standards that any object in a player's environment needs to be accessible to them in an ICly reasonable manner or have an obvious explanation regarding why the obj isn't accessible. Hidden exits aside, the OOC controlling of someone's capability to interact with their environment has no place on an RP game. It's exactly like not setting reasonable keywords on an object a player can see just to prevent them from picking it up - but if they can see it, they should be able to refer to it.
With hidden exits - if there is a hidden exit, it should be findable by reasonable means. The magical means to create portals is lost. I agree with the OP's note that if the hidden exit made use of a particular, detectable thing in their environment, it should be just that - detectable with the right clues and able to be found.
I've also asked staff if we think portals should be included in secrets and how that might play out if the answer is yes. In the meantime, staff shouldn't be building things that don't have any reasonable mechanism of existence in play. For that, I apologize to the OP.
Oubliettes are not allowed because they're a de facto PK. However, this was not an oubliette (even if it looked like one), rather it was a room that was designed to be a trap (no issues with traps in general), but built in such a manner that provided an advantage based on OOC knowledge (that's definitely an issue).
I just wrote a note to staff reminding them to please ensure we follow the building standards that any object in a player's environment needs to be accessible to them in an ICly reasonable manner or have an obvious explanation regarding why the obj isn't accessible. Hidden exits aside, the OOC controlling of someone's capability to interact with their environment has no place on an RP game. It's exactly like not setting reasonable keywords on an object a player can see just to prevent them from picking it up - but if they can see it, they should be able to refer to it.
With hidden exits - if there is a hidden exit, it should be findable by reasonable means. The magical means to create portals is lost. I agree with the OP's note that if the hidden exit made use of a particular, detectable thing in their environment, it should be just that - detectable with the right clues and able to be found.
I've also asked staff if we think portals should be included in secrets and how that might play out if the answer is yes. In the meantime, staff shouldn't be building things that don't have any reasonable mechanism of existence in play. For that, I apologize to the OP.