One thing to know though. There is situation where even pacifist might have to take arms, as to defend themselves, or someone. I'm pretty sure even the most zen person do not walk on the grass in case you kill an ant, would not stand by arms folded if his child was being murdered by a dark elf.
* A character must be submitted as Pacifistic and cannot deviate from this* A character has to reach level 5 via the mechanical in-game methods. With static quests, crafting xp, and RP awards, I think this is reasonable.* After reaching level 5, and after three months have passed, and a character has substantial CDT, a character can apply to have their level raised to 10. GM testimony would be solicited, similarly to Evil applications, to ensure that the character has been active and RPed the role appropriately.* After a further 3 months have passed, the CDT has been developed further, and more GM testimony, the character would be given a bump up to level 15.* After level 15, the character would have to advance viz RP and Quest xp. [DMs would have discretion to award an hour of RP xp for strong CDT posts - not sure if this could be administered fairly].* If a player is caught engaging in ANY combat he is subject first to a warning. Second offenses will result in loss of character by seeing said character becomes an NPC or dies.
Just to suggest...Instead of these huge jumps from level 1-5-10-15 in lumps, if approved, 2-3 weeks should pass between getting the levels AFTER the the approval. That way it's not just a sudden "POWER UP!"EDIT: I mean in between EACH level. level 5 (2-3 weeks) 6 (2-3 wks) 7 (2-3 wks) 8 etc
From what I gather from the linked post, a pacifistic character has to have a year's playtime of being a positive force in the community, acheive level 20, and pretty much goes through the same process as other WL applicants. This is the same system given for those who aren't pacifists. Thus, since both seem to be treated the same way, there remains an emphasis to play characters who aren't pacifists because they can more easily progress in a year to the required level. This system would be set in place in order to balance the opportunity available between pacifistic characters and those who are not.In essence a character-blind system which treats pacifistic characters the same as those who aren't is not actually a balanced system because NWN in itself supports characters to take active roles and not pacifistic roles.
I will also argue that a fair portion of quests discourage pacifistic characters based on the nature of the quest. There are no DM-run quests in which characters can earn quest experience by holding a peaceful protest in Rael by making a scene and getting beaten without resisting by a contingent of Adamantium Guard. And this is just in the sense of non-combat pacifists.
Even less is available for the advancement of true Aragenites, who, as a rule, would not even speak during a quest because it might influence events. Indeed, even being present at events is hard for Aragenites since they might be perceived and thus change things that way, which would ruin the objective nature of their observations. Thus, making quest attendance a problem/conflict of RP for these characters.
This system would help characters of both types advance such that they can take a more actively passive role in the world. Like a reward for a job well-done, which other characters receive through combat and the traditional quest roles.
As things stand I believe pacifists are indirectly discouraged from existing in the world. The cure is to raise up pacifistic characters such that they can stand equal to active ones, and part of this has to do with mechanics.
I will argue that players subconsciously deal with characters of variable levels differently. A level 36 character is perceived on the server status page (and other methods) differently from a level 4 character. This is represented in-game by challenge ratings. If a character checks one character and sees him as "Impossible" I will come right out and say that either consciously or subconsciously that player will deal differently with that character than one who checks "Effortless". In essence, this is also a cure for a metagaming issue. This in no way reflects badly on the player that does it as all it means is that he filters the different characters into separate schema in his brain. I.E. a separate schema for high-levels as opposed to one for low-levels. These schema carry with them certain stereotypes that I think can be overcome.
So this is a cure to both balance the playing field between character types, to reward players of characters which are as such severely underrepresented, and to reduce a problem with metagaming.
*Start of off-topic post*I'm sorry Hellblazer but I disagree. Im thinking of the writer Lytton Strachey who was a pacifist and a conscientious objector, who refused to fight in world war one. When he was questioned by the board who decided whether he should be tried for cowardice, the question was "Suppose a german soldier tried to rape you sister, what would you do?". His answer famously was "In that case, I would endeavour to place myself between them". So I think if such an idea was implemented, then it would be a case of no violence whatever the circumstance.*End of off-topic post*Cool idea though.
I like this idea, and I don't like it.I don't like this for the fact that the whole system you've devised relies on subjective progression rather than objective progression. It's subjective because there's no guarantee that if you do this, you'll get that. You're entirely at the mercy of someone else and if you disagree about the RP of something, because you are the player, you get stuck with whatever is decided. We already rely on subjective systems for enough things already, and even though these systems/processes are necessary, they aren't ideal. For all its faults and failings, DnD/NWN does at least have an objective method of progression. If you kill x-amount of baddies, you will get a level. And then we've added to that: If you attend this many quest hours, you will get a level. ....
I agree with this and we do in fact already have a non combat xp system in place - its crafting. If we need a system for non-violent progression, then why not go this way and expend the crafting system to include a chore system* for non combat xp? Also, pacifists have a bit of luck in Layo. Undead aren't covered moral objections to harming living creatures.
The root of the problem is that NWN mechancial progression is based on XP, and as such, there is very little a pacifist character can do independently to advance within NWN. By "independently" I mean solely through in-game mechanics and systems or thorugh self-guided interactions with other characters. GM involvement is not needed for independent advancement. However, NWN as a system provides more avenues for independent advancement for the non-pacifist. Therefore, most characters with pacifist leanings have done the bulk of their advancement through GM quests and similar interactions.
As has been stated before, NWN is ill-suited to a pacifist mindset, but it is possible to play one, if one is willing to make sacrifices and adjustments and work within those boundaries rather than lament them.
If an Aragenite in my quests is actively emoting and behaving like an Araganite is portrayed in lore, they will get the same exp, and potentially even a bonus depending. I think it's reasonably safe to assume that the rest of the GM team feels similarly.
With my above comments I again am a little confused as to why there is a perceived brokenness to the current system.
Can you elaborate a little bit here? There really shouldn't be any sort of discouragement of -any- RP style
However that's not something that the GM team can control or regulate.
The year is listed there as a minimum to discourage fast leveling over character development (see also: meaningful RP).
A player can request to have a WLDQ run in order to become a World Leader at any time after reaching level 20.
One last thing for my response here. I hope this isn't the case, but in case it is I want to clear it up. The GM team doesn't have to exist on this server for any character to level and advance. We could step away from the world and people would manage to achieve level fourty with any number of characters.
The GM team remains in place so that something beyond the mechanics of the game can be achieved.
So again I'm looking for more from you because I sense there is something to what you are saying but I don't think the -system- that is in place is currently what needs addressing.