Actions and Consequences Abstract: Your character Veritas Falsus is not invincible just because you like him as a writer. There are real dangers, and part of the fun of VF is that you will encounter some uncertain situations where your character may be in serious harm's way. Please do not spoil the fun of this by making an OOC character shield. We will not attempt to kill characters just because; however, we will also not contrive deus ex machinas just so characters can have happy endings. If you get in a bad situation where you're staring down the barrel of a gun wielded by a fortress task force... well it was nice knowing ya.
Veritas Falsus attempts to be semi-unique in that it creates a storyline-driven RPG, with a lot of emphasis on
overall realm continuity. Actions one person does may have consequences on other people, which is exactly how it would be if this world were real. The idea here is to create an immersive world, where all the real world cause and effects are still applied and everything retains its proper value and credibility.
This means that, inevitably, some characters will die. This is by design at VF. We are not a cushy RPG where everything is rosy. There is real conflict, real drama here. The danger that you can lose your character is also real.
It's a sad fact of life, especially in a dark, dystopian world such as Veritas Falsus. In such a dog-eat-dog world, you can expect the unexpected; you can expect casualties in daily activities. What's important to us, is that these parameters, these realm constructions, retain their credibility. The last thing we need is for players to walk all over the integrity of the world constructs because they feel like it, or because they are too attached to their creations to care.
Part of the problem with RPG's is what the staff likes to call "writer's invincibility." As a writer, you are behind the computer screen and do not feel exactly what the character does. Though you can imagine, you do not have access to all the sensory information, thought processes, knowledges, experiences, and understandings of your character. As such, every decision you make is going to have some level of assumption and interpretation. This is natural; it would not be reading and writing if it were anything different.
However, as writers, we all get attached to our characters, and we often shield them from harm even when they may as well be inviting it. We often subject our characters through bad situation after bad situation just because we feel like it, or because we can. And often, nothing lasting occurs from these experimental situations because we, as writers, do not want anything bad to happen. We, as writers, use our "writer's invincibility" to "shield" our characters from bad stuff that could potentially happen.
Except that, in life, bad things
do happen. And we ask that you, as players at Veritas Falsus, do not get overly attached to your characters. They may end up going down paths you don't like. And part of the fun of VF is the uncertainty that you have as players over their fates. Storytellers at Veritas Falsus guide the entire realm along the storylines, and things inevitably change and evolve. This is simply the meaning of telling a story.
In this story, we would like to keep everything consistent. This means that your character will suffer the consequences of your actions. It also means that the staff may, if they convene, feel it necessary to enforce some kind of injury or death upon certain characters. We need this to retain believability.
At the same time, note that we will never carry an agenda to kill off characters. Writers put their time and effort into creating these characters, and it's not fair if the storyteller is trying to kill them off against their will. If you suspect that this is happening, please notify the staff so the situation can be resolved.
- It's simply not believable for an unpowered human to go fisticuffs regularly with walkers without suffering infection.
- It's simply not realistic for someone to inexplicably escape the jaws of death when they are targeted by gangs and hegemons.
- It's simply not realistic for someone to break into Vectorville and not have something happen to them.
If we allow people to regularly ignore important details in our realm, we can no longer keep our realm consistent and integral. Keep in mind that we still allow your characters to do what they want. We don't want you to stifle the personality of your characters because you are afraid of them dying. We don't want you to contrive your characters just because you are attached to them. We are not willing to take on plot hole after plot hole so you can keep your favorite characters alive.
If you are setting up meetings between straggler groups and trying to get them assembled, know that you are setting yourself up for gang and hegemon interference. If you are living far away from other straggler groups, know that you are vulnerable to walker attacks. If you are disobeying your hegemon superior's orders, know that you are risking retribution.
Now, we, as staff, know first hand how hard it is to make good characters, and we don't want to be heartless bastards here. So we will usually give you all the chances that you need. If you want to simply get extraordinarily lucky and escape an almost certain death sentence, sure, we can let you do that once or twice. If you can offer a believable reason why your character can somehow get out of their terrible situation, we'll probably let you get away with it.
But the bottom line is that there are actions in this realm that have realm-wide consequences, and possibility for injury and/or death is just one of those consequences. The important part is that you remember that these are but characters in a larger story. Don't get too attached to them. Let them run their course. Not everyone has a happy ending. And they certainly
don't at Veritas Falsus.