Personally I think one thing that can contribute is treat others like you would want your opponent to treat you.luminier wrote:How should this properly be roleplayed? Every war I've ever heard of In geas ended really way worse than it should have.
Tips or hints?
It might not be exactly what war is, but when for example a thief steals something, it seems to be remembered by everyone foreever. The guy gets black-labeled and is hunted down for the rest of his life. Personally I think a more symbolical punishment such as cutting his hand off a single time is just as fitting. You can still have the thief in mind as maybe not the best person, but not judgemental after a while has passed. Same thing goes for the thief of course. He should give the goodies an actual chance to catch them, or when it comes to guild wars - not attacking guild halls when the guild memebers are offline (which I always considered really pointless since are close to no oppurtunity for RP).
Similiar in war, you can give try to give your opponents a decent (or even very good) chance of fulfilling the requirements you put on them. Terms like "burn down your guildhalls and die" or something that is not even possible by code is also an unfair term (unless you think it is something that can be RP'd out with help of emotes/talk). I think often the ridiculous terms were a problem.
Another thing is to respect the meaning of death. Play each life like it's the last. If you die, don't pretend to remember details about the death etc. If you die, your character is weak and needs excessive rest etc. Death/resurrections aren't supposed like a nice stroll in the park. If anyone can ignore their favourite features of the MUD it gets kind of meaningless. A death or even just pain/torture should probably enough for 99.9% of the population to agree to terms (if they are sane, that is) even if it hurts.