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In the hallowed realms of Krynn, Middle-Earth, and Earthsea, where legends are
woven and the fates of mighty heroes and dark villains are decided, a most
sacred rule governs the conduct of those who traverse these lands through the
enchanted tapestry of our game: the prohibition against sharing alt character
information. This edict, established to preserve the vast and boundless
opportunities for roleplay, allows one to step into the shoes of both virtuous
and villainous souls alike, unshackled by the limitations of identity. Such a
rule was intended to foster creativity, encouraging the crafting of tales both
grand and intricate, without fear of personal contradiction.
Yet, over the course of nearly thirty years, this rule has been seized by a
select few - five to ten notorious griefers - who have twisted its noble
purpose to manipulate the game's mechanics for their own gain. Instead of using
this freedom for creative roleplay, these griefers exploit their secondary
characters to actively manipulate both players and wizards for personal
advantage. They intentionally use secondary identities to stir conflict between
guilds and players, not for the sake of storytelling, but to further personal
vendettas and sow discord under the false guise of "roleplay."
These griefers have long manipulated not only players but also the game's very
code and balance. Their influence extends to wizards, convincing them to share
inside knowledge and even secure rare items, abilities, spells, and skills that
provide them unfair advantages over others. These tools are supposed to be used
to enrich the world's narrative but their true goal is to dominate and destroy
genuine targets, be they socializers, achievers, or explorers.
One particularly insidious example of their influence lies in the history of
the Vampire Guild, which over time has frequently fallen under the sway of
griefers. The guild, a place of dark allure and power, has been open and closed
numerous times almost always as a direct result of abuse by this small but
influential group. When the Vampires were active, it was not uncommon for
griefers to dominate the guild, using its potent abilities to overwhelm normal
players. Indeed, it is only on two occasions - at the guild's very inception
almost 30 years ago and in its most recent revival - that it has not been
utterly controlled by these malicious forces. For most years the word vampire
was synonymous with griefer.
During the times when the Vampire Guild was closed (as it so often was, due to
griefers' unchecked exploitation), these same individuals would lie in wait,
quietly biding their time until another powerful guild emerged, offering them
new ways to gain an upper hand over unsuspecting players. Some of us sure
remember the time of RDA automimpale with stun abuse, along with dragonsteed
induced dragonfear lock abuse. Their tactics remain the same: leveraging every
available tool and loophole, from wiz-info to obscure game mechanics and
seconds (often creating different avatars in communication channels to pretend
there are more of them, than there really is, and as an effect should be given
more attention to their agenda) to maximize their advantage and make life
miserable for others.
Thus, while the rule against sharing secondary character information was meant
to promote boundless roleplay, it has, in the hands of these griefers, become a
weapon for abuse. Instead of subtle terror, these griefers are brazen in their
manipulation of all possible game systems, actively distorting the playing
field to suit their own ends, leaving in their wake a history of frustrated
players and shattered guilds.
This is the reality of the griefers' reign: not a quiet menace, but an open
campaign of disruption and manipulation that, over decades, has shaped the
world we now play in. Is this truly what we want? A donut dominated by
griefers, liers and manipulators?
Many of us are now in our 40-50s. We've known each other for decades. We all
know who the griefers and manipulators are, and as a community, we also know
who their secondary characters are - including wizard seconds in the mortal
realm. It's hard to believe that wizards - many of whom are experienced adults
themselves - would actively endorse a standard where griefers make up 20% of
the active player base. Unless, of course, there's a similar percentage of
griefers among the wizards. That, we cannot know. But perhaps someone could
address it?
Recently, the community rallied together, with over 30 people standing united
to show the griefers that we do not accept being mistreated. This moment filled
me with energy and renewed trust in the community. It was a clear reminder that
the vocal griefing minority is just that - a minority. Meanwhile, the
overwhelming majority, though quieter, are simply good, kind-hearted, and
wonderful people.
I can't do much on my own, but I want to draw your attention to this. The
Keeper should evaluate this and challenge the current status and standard. AoP
should keep player agency in mind and at heart. Can we ask that from them?
Should we expect it from them?