10-05-2024, 03:18 AM
With the recent Roleplay Rule topic it helped clear up a lot of air surrounding some rulings and set the lines straight on a lot of things.
The thing is... It made me think (and seeing some other topics)
Why doesn't every rule just have an example scenerio to clear up ambigitouty on the rules?
For example (example of an example)
Escalation Rule on Roleplay:
Traitor pulls gun, kills you. <--- Not escalation.
Traitor approaches you, talks with you about "something you done they don't like", traitor pulls gun, kills you <--- Escalation.
By adding context on vague rulings or things people are confused by where the line is... No one can step over a line they cannot see.
Examples help to show clarity in the rules or even to explain situations.
I just think of having more stuff that "shows the player" rather then "TELLS THE PLAYER" will just help.
And yes I know "Ahelp if you aren't sure" but we can also just let players see what is ment. But we forget one thing when we ahelp. "It breaks the flow of the game."
And in some rounds, stopping to ahelp something and wait for an answer.. just stops your entire round.
"Is this funny thing I want to do okay with the rules? I am not sure. Ahelp." And then you sit there and wait 10 mins before you can be approved to go: "Yes this is funny you can do it" or "No, don't do it."
Sure you can do something else in the meantime.. but... it just disheartens you to play when you aren't sure.
So yea that's where this idea comes from as well. It's not that I do not want to bother the admins... but to bother the admins everytime you have an idea and you ain't sure how to rules apply to it, just makes you not want to do things over time.
So what do we all say to making example scenerios to explain rules better? So the players can infer what the rule exactly means?
The thing is... It made me think (and seeing some other topics)
Why doesn't every rule just have an example scenerio to clear up ambigitouty on the rules?
For example (example of an example)
Escalation Rule on Roleplay:
Traitor pulls gun, kills you. <--- Not escalation.
Traitor approaches you, talks with you about "something you done they don't like", traitor pulls gun, kills you <--- Escalation.
By adding context on vague rulings or things people are confused by where the line is... No one can step over a line they cannot see.
Examples help to show clarity in the rules or even to explain situations.
I just think of having more stuff that "shows the player" rather then "TELLS THE PLAYER" will just help.
And yes I know "Ahelp if you aren't sure" but we can also just let players see what is ment. But we forget one thing when we ahelp. "It breaks the flow of the game."
And in some rounds, stopping to ahelp something and wait for an answer.. just stops your entire round.
"Is this funny thing I want to do okay with the rules? I am not sure. Ahelp." And then you sit there and wait 10 mins before you can be approved to go: "Yes this is funny you can do it" or "No, don't do it."
Sure you can do something else in the meantime.. but... it just disheartens you to play when you aren't sure.
So yea that's where this idea comes from as well. It's not that I do not want to bother the admins... but to bother the admins everytime you have an idea and you ain't sure how to rules apply to it, just makes you not want to do things over time.
So what do we all say to making example scenerios to explain rules better? So the players can infer what the rule exactly means?