Why are people so afraid of temporary "RP" consequences?

Mar 31, 2025
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1
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dying 100 times to a breach ;)
dying 1 time to a cadet who had complete prior RP justification šŸ˜¢

here are the responses i expect and you should avoid:
1. ignoring the post
2. lying
3. calling it "mingey" without explaining what mingeing is or why it is bad for RP
4. saying its against the rules even though the rules are vague and non-sensible (RP on an RP server)
5. lock/close post silently
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Because cn is fundamentally a semi/nonserious rp server these days, with a darkrp player base who only want to essentially climb the ranks and pvp. There hasn't been any passive rp focus for years as the server continues to cater to combat as selling perma weapons and skins is one of the biggest income streams

As people aren't in it for the rp creation or the story, they see "loosing" in an rp scenario to be personally lossing something rather than it being good rp
 
I think the reason why people think they are ā€œlosingā€ an RP scenario where they could have ā€œwonā€ or optimised is just a mindset that people have from losing information due to NLR or maybe just the lack of proper setup or preparation beforehand where they didnā€™t consider death as an option. It also doesnā€™t help that there aren't any valuable rewards for good RP, and no the !credit system doesnā€™t count.

Most casual players of the server just play as themselves instead of a different character. There are exceptions and those are the characters that are the most fun to interact with.
 
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CN is a very grind-heavy server, with large amounts of time required to get those higher positions. It creates an (rather unhealthy in my opinion) attachment to that progress, and to include 'RP consequences' which could lead to said person losing all that progress is a scary prospect.

Most people also don't like to 'lose' or have RP consequences because there's really no incentive to do so. CN as a whole has shifted to a Casual Roleplay server where PvP takes precedence. It feels like as a whole, roleplay is on the backburner despite what others may say especially if you compare it to 2-3 years ago.

It's disappointing because honestly, the best SCP-RP experiences come when people embrace IC consequences as part of the fun, but not everyone is on board with that mindset. (I PK'd my E-11 CSG by role-playing drunk driving into a tree)
 
Yes, absolutely, I agree with this. It's clear how much has changed. Passive RP is no longer a thing, and it seems like a majority of what's going on is fight and gear related, leveling up and competing. I understand why from a financial standpoint, perma weapons and skins help keep the server stable, but it certainly distracts from the original artistic intention of the server.

Furthermore, it seems like project management has slowed down as well. There's not as much of a driving force to push for things that would create more of a thematic atmosphere of storytelling or community-based RP. When there's no captain at the helm to push for advocacy or support for that kind of atmosphere, people go where it's easiest, and from what I've seen, it's easiest to go to all the combat-related options.

Furthermore, people get too caught up with the idea that losing in RP is like losing a war instead of just viewing it as progression of the narrative. That sort of mindset constricts all possibility. There can still be possibility; it's just going to take much more effort to get everyone back into a groove, and the most important people to attempt to get back into a groove are those in power who enable such a shift.
 
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Dec 18, 2022
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Yes, absolutely, I agree with this. It's clear how much has changed. Passive RP is no longer a thing, and it seems like a majority of what's going on is fight and gear related, leveling up and competing. I understand why from a financial standpoint, perma weapons and skins help keep the server stable, but it certainly distracts from the original artistic intention of the server.

Furthermore, it seems like project management has slowed down as well. There's not as much of a driving force to push for things that would create more of a thematic atmosphere of storytelling or community-based RP. When there's no captain at the helm to push for advocacy or support for that kind of atmosphere, people go where it's easiest, and from what I've seen, it's easiest to go to all the combat-related options.

Furthermore, people get too caught up with the idea that losing in RP is like losing a war instead of just viewing it as progression of the narrative. That sort of mindset constricts all possibility. There can still be possibility; it's just going to take much more effort to get everyone back into a groove, and the most important people to attempt to get back into a groove are those in power who enable such a shift.
I agree with most of what you said but, passive RP is kind of bullshit in my opinion. The best RP servers Iā€™ve seen have done away with it. What pisses me off the most about civil is the hoops you have to jump through just to RP, I asked an admin to get medal hand cuffs on civilian because of an scene I was doing and he told me ā€œit could be too easily abusedā€ yet if I rather just shot my target there would be no problems. It seems like staff kinda of just read off a flow chart instead of thinking about the situation and yeke said he canā€™t really trust any of the staff members to make choices. Another example, yeke told me fixing Tesla gates was more important than fixing the RP. Overall like most RP games I feel like we finally devolved into dresses up/power fantasies for people who canā€™t take a loss.
 
I am not surprised the majority of real big roleplay stories happen within the confines of CL4/CL5, however I can only attest to this on the UK server where RP is not that bad currently.

One core issue people are not really raising, and I am not dismissing anyone's points here, is people rather play themselves in a "VRChat" like scenario then play a proper character. When someone gets either attacked, insulted or scolded in-character they take it to heart and this happens WAY TOO OFTEN than not. That is something SL etc will need to clamp down on and more than willing to discuss it with them if they want to hear it, but they are just volunteers and are beholden to their own priorities.

In response to an above comment about tesla gates, I'd absolutely agree getting them fixed first is a major priority. If SCPs can just waltz into high populated areas, you are not going to have the opportunity to do the roleplay you logged in for.

I see a lot of the usual nay-sayers in threads like these throwing some self perceived gospel like solutions to these issues but never take steps to climb up and apply it. Is CN perfect? Absolutely bloody not. Can we as players make the changes we desperately keep moaning about? Yes, we can.

Final point, and this is again UK POV, I find most SL and all the Seniors/Supers/NL extremely helpful when we face issues and are open to listening to us in a constructive manner. It enables the UK server to grow more despite the dip we get this time of year.
 
Ego, people don't play characters, they play the server to see their stats go up and to climb a social ladder where they can feel better about themselves irl (money, level, chemical possessions, CL4+ positions)

When one of these are at stake due to an RP scenario, such as being kidnapped (money, chems, ego) people get mad, because their "characters" are reflections of themselves. People by nature do not want to lose.

+ basically what everyone said above me.

In conclusion, leveling to progress is shit. Chemical and weapon skin based economy is shit. Chemicals are shit. Play a character. It's fun.
 
I remember saying something awhile ago, reminded me of this, it was like " Is this server about Roleplaying, or Winning, then passing it off as Roleplay?" and this was awhile ago.

This is a game and PvP at its centre. A majority of the server is combative because it is just better than being non-combative. There's nothing special about a non-combative in terms of RP.
If I'm a CM, I can go RP and shoot shit when I cannot due to a C1 or C5
As a Doctor, I can go RP. What during a C1 or C5? Nothing really, just hide from the SCP's. This would be scary, dying and all, but people don't value their lives. At that point, why not fight the SCP's!

Anywho, that's why I feel the server is really uh "Combat Directed", because it's just better. And when you're conditioned to shoot bad guys and "Win" from it, you expect that from the RP too. The updates/features don't help much either, (Looking at you chem system) and especially CI. I feel like out of everything, they need changed or reworked to actually encourage RP, because currently they don't. Sometimes DC's do something cool, but MR's? Rarely.
CN is a very grind-heavy server, with large amounts of time required to get those higher positions. It creates an (rather unhealthy in my opinion) attachment to that progress, and to include 'RP consequences' which could lead to said person losing all that progress is a scary prospect.
From what I see, people aren't demoted, their character gets PKed, and replaced by someone else in RP, still being played by you.
With how ranks/applications are in the server, that would be ridiculous. But, I find that people take RP Consequences too close to heart, and that's why people don't like it (which has already been stated like 120 times in this thread).

anyways remove A1, cure RP, get drunk, MRDM dclass
by e
 
I remember saying something awhile ago, reminded me of this, it was like " Is this server about Roleplaying, or Winning, then passing it off as Roleplay?" and this was awhile ago.

This is a game and PvP at its centre. A majority of the server is combative because it is just better than being non-combative. There's nothing special about a non-combative in terms of RP.
If I'm a CM, I can go RP and shoot shit when I cannot due to a C1 or C5
As a Doctor, I can go RP. What during a C1 or C5? Nothing really, just hide from the SCP's. This would be scary, dying and all, but people don't value their lives. At that point, why not fight the SCP's!

Anywho, that's why I feel the server is really uh "Combat Directed", because it's just better. And when you're conditioned to shoot bad guys and "Win" from it, you expect that from the RP too. The updates/features don't help much either, (Looking at you chem system) and especially CI. I feel like out of everything, they need changed or reworked to actually encourage RP, because currently they don't. Sometimes DC's do something cool, but MR's? Rarely.

From what I see, people aren't demoted, their character gets PKed, and replaced by someone else in RP, still being played by you.
With how ranks/applications are in the server, that would be ridiculous. But, I find that people take RP Consequences too close to heart, and that's why people don't like it (which has already been stated like 120 times in this thread).

anyways remove A1, cure RP, get drunk, MRDM dclass
by e
Couldn't be worst than stupid codrname rule
 
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The server has devolved into a parasocial relationship vessel where people are able to ruleplay their way into an advantageous position for combative engagements. Roleplay server playerbases often have a large chunk of players who cannot compete in competitive shooters but hate 'losing' so they are able to abuse the rules for the purpose of 'winning' in combat. You will also find that rules are often enforced unevenly against the lower ranks on the server while those in positions of authority are given more flexibility with the rules simply based on their status.
 
The server has devolved into a parasocial relationship vessel where people are able to ruleplay their way into an advantageous position for combative engagements. Roleplay server playerbases often have a large chunk of players who cannot compete in competitive shooters but hate 'losing' so they are able to abuse the rules for the purpose of 'winning' in combat. You will also find that rules are often enforced unevenly against the lower ranks on the server while those in positions of authority are given more flexibility with the rules simply based on their status.
TL;DR Ruleplay > Roleplay from like nepotism or something
 
The server has devolved into a parasocial relationship vessel where people are able to ruleplay their way into an advantageous position for combative engagements. Roleplay server playerbases often have a large chunk of players who cannot compete in competitive shooters but hate 'losing' so they are able to abuse the rules for the purpose of 'winning' in combat. You will also find that rules are often enforced unevenly against the lower ranks on the server while those in positions of authority are given more flexibility with the rules simply based on their status.
But having been in SL for a very brief time I understand that unfortunately, a fair chunk of the playerbase and by extension the staff team, are silly
 
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The server has devolved into a parasocial relationship vessel where people are able to ruleplay their way into an advantageous position for combative engagements. Roleplay server playerbases often have a large chunk of players who cannot compete in competitive shooters but hate 'losing' so they are able to abuse the rules for the purpose of 'winning' in combat. You will also find that rules are often enforced unevenly against the lower ranks on the server while those in positions of authority are given more flexibility with the rules simply based on their status.
I genuinely believe that most issues, especially in communities like this, are better resolved through interpersonal understanding and communication, not just layers of written rules. When there's a rule for every possible word or action, it starts to feel like the people who designed the system have more influence over outcomes than the actual players involved.

In this case, though, that doesnā€™t seem to be happening. It feels less like leadership is guiding the community, and more like there are unseen figures in the background, judging, criticizing, and making calls without ever stepping into the actual mess. That kind of distance only creates resentment. If those making the decisions arenā€™t willing to engage directly or understand the environment theyā€™re moderating, then itā€™s hard to respect the structure theyā€™re trying to enforce.
 
Another key element is a lack of genuine trust and support given to Junior Personnel, especially when it comes to intention for new player experience development. The server often champions its willingness to help new players, but in essence, very few systems are in place to efficiently or lastingly support them. What happens instead is that department leads and higher clearance holders expend much effort trying to construct something that will work with new players, trying to incorporate them, trying to get them up to speed, but ultimately it fails, not from a lack of effort, but from the idea that maintaining such efforts without trust is not sustainable.

Whatā€™s more frustrating, though, is that numerous systems have been proposed to combat this very issue, and many have been closed down or denied for reasons unknown. The underlying theme suggests that there is still a lack of trust in lower-clearance players, perhaps from past experiences with unwanted variables. Because of this, newer or junior players will be treated with caution and entire systems denied based on what past members did instead of giving current contributors a shot.

As long as the staff team maintains this level of trust and structure unsent to CL1 through CL3 players, this facet of the server will not expand. For now, the outcome of this particular section of the universe is a rotation in which only CL4 and CL5 personnel are deemed responsible enough for actual roleplay (which merely exists) because thatā€™s where the tools and trust are otherwise allowed to exist. Until then, everything below such will remain an afterthought.
 
As long as the staff team maintains this level of trust and structure unsent to CL1 through CL3 players, this facet of the server will not expand. For now, the outcome of this particular section of the universe is a rotation in which only CL4 and CL5 personnel are deemed responsible enough for actual roleplay (which merely exists) because thatā€™s where the tools and trust are otherwise allowed to exist. Until then, everything below such will remain an afterthought.
I currently am attempting / thinking about incorporating events and/or RP scenarios more for the CL1 - CL3 group, and to be more specific I want to create a scenario where some people WANT to stay in that CL1 - CL3 range so they could roleplay more effectively. I already played CL4 positions, and it got boring and tendious quickly, and I experienced few quality RP situations during this time, although this was my experience, it is 100% different for each person.
My favorite RP moments on the server was the player created scenarios that wasn't approved by 3 different high ranking individuals in either staff or in-game positions, but made spontaneously by the players who accidentally or wished to initiate it.

For example, once every blue moon, either as a GENSEC or RSD or whatever, encounter a Class-D who says their one month "employment agreement (?)" has expired and they wish to be let go. I have seen so many creative solutions to this exact RP scenario many times, ranging from just killing the Class-D on the spot, or actually letting them go on surface.

I trust essentially all players that have a total level above 5, because that shows they at least have made some amount of effort to attempt to initiate some RP, whether they noticed it or not (I know I didn't when I first joined the server). The people I don't trust for quality RP scenarios are people who have made it clear that they have no interest in RPing and just want to flaunt their high rank in game for some nonexistant reward.
To be fair, I haven't encountered someone like this in a while, or maybe I have and just haven't noticed yet.
 
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