(09-30-2022, 04:26 AM)MuscleWizzard Wrote:Quote: IC is IC, but after my five dangers are farmed, I'd rather just avoid the personal risk of engaging with antagonists in the wilds
Aren't you also just trying to reap the rewards of danger farming with this statement alone? Personal risk is what antags take to push the world state forward instead of allowing things to stagnate, even after they've already done their dangers for a token. If they're writing extra stuff in an rp, perhaps that is to encourage a plot hook for you to follow up on.
Sometimes people need others to latch onto so that they have reason to keep their own stories moving. Rewarding antags for boxing people is fine, especially when you can just injure people instead of having to outright slay them. This allows conflict to bloom, which in turn can give good protags a reason to exist alongside their enemies.
Also antags carry the risk of just dying outright should they get captured. There is no trading or bargaining or backup in most cases.
I don't farm dangers, I never have, tbh. I don't think I've ever provoked a danger once. I'll admit I used some dumb wording but, it was just to mention the mechanical gain on fighting with them. This is an RP game, yeah, but you can't really say that the mechanical aspects of things doesn't matter. Otherwise we'd be playing a freeform game with no mechanics.
Pretty much every encounter in the wild, barring characters with history, are danger 0 fights. It's the default, and probably because it's not a fun idea to end a character's life based on losing a cap to a bandit that they're having their first interaction with.
I'm not saying that there shouldn't be a system to encourage antags to go out and fight, it's just not all that satisfying when every fight ends with them spending half their RP talking about how they're the actual winner because they got one point of skeleton juice or whatever.

