The Zoogie People
16-03-2005, 22:49
Way too many roleplays have deterioated due to bad OOC feelings and arguments. Look around. All the time - OOC accusations, godmodding, whatever. Naturally, there is no weilding of thirty-foot tall maneating giants allowed anywhere, save for a fantasy RP, but seriously, guys - chill. It's just a game. Walk outside. Poke a bee hive or two. There are more important things to life than Nationstates.
No, really, there are.
Come on. This isn't General. There, flame wars are understandable. Not acceptable, but understandable. Here? It's a game. You are playing with a virtual nation. Nothing - nothing is at stake. So what gives?
When a nation is invaded and conquered, what happens? What's to stop you from picking up right where you left off two weeks later and start roleplaying as if nothing's happened? Why can't it be that way? There is nothing at stake. The winners gain nothing tangible, and the losers lose nothing tangible. When the last of your forces raise up the white flag, that doesn't have to take away your right to roleplay.
Correct me if I'm wrong. A roleplay is supposed to be a fun, enjoyable experience. Win or lose, your nation in its ideal (i.e, peacetime, non-destroyed ) state doesn't have to be affected. You don't die, physically (at least, I hope not.) This isn't the real world. You have the opportunity yo shake hands afterwards, congratulate each other, blah, blah. All that is taken from a roleplay is enjoyment. Not new lands to hold as yours forever. As the NS FAQ states, 'what is winning, grasshopper?' How does one 'win?' How does one 'lose?' Neither can happen.
Suppose another nation, called Cherubdom, decided to invade Zoogiedom. Cherubdom's forces are legion and quite terrific. They defeat Zoogiedom, pillage its cities, nuke its military bases, and rape all its citizenry. Zoogiedom surrenders in utter defeat and ruin. Cherubdom adds a win to its dossier. Zoogiedom adds a loss. A few days later, Zoogiedom goes on roleplaying, as if nothing had happened.
Isn't that system so much easier? - so much more relaxed? - so much more enjoyable? Aren't having fun and weaving tales that are enjoyable to read the whole point, rather than winning all the time?
No, really, there are.
Come on. This isn't General. There, flame wars are understandable. Not acceptable, but understandable. Here? It's a game. You are playing with a virtual nation. Nothing - nothing is at stake. So what gives?
When a nation is invaded and conquered, what happens? What's to stop you from picking up right where you left off two weeks later and start roleplaying as if nothing's happened? Why can't it be that way? There is nothing at stake. The winners gain nothing tangible, and the losers lose nothing tangible. When the last of your forces raise up the white flag, that doesn't have to take away your right to roleplay.
Correct me if I'm wrong. A roleplay is supposed to be a fun, enjoyable experience. Win or lose, your nation in its ideal (i.e, peacetime, non-destroyed ) state doesn't have to be affected. You don't die, physically (at least, I hope not.) This isn't the real world. You have the opportunity yo shake hands afterwards, congratulate each other, blah, blah. All that is taken from a roleplay is enjoyment. Not new lands to hold as yours forever. As the NS FAQ states, 'what is winning, grasshopper?' How does one 'win?' How does one 'lose?' Neither can happen.
Suppose another nation, called Cherubdom, decided to invade Zoogiedom. Cherubdom's forces are legion and quite terrific. They defeat Zoogiedom, pillage its cities, nuke its military bases, and rape all its citizenry. Zoogiedom surrenders in utter defeat and ruin. Cherubdom adds a win to its dossier. Zoogiedom adds a loss. A few days later, Zoogiedom goes on roleplaying, as if nothing had happened.
Isn't that system so much easier? - so much more relaxed? - so much more enjoyable? Aren't having fun and weaving tales that are enjoyable to read the whole point, rather than winning all the time?