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Eyes

Following some recent events, I have some concerns regarding the Sleepwalker trait.

Originally, I presumed that this meant one of two things; Either you're prone to ending up in a semi-randomized location upon logging into your character, or, while playing the character and attempting to sleep, your character may move around and you won't notice unless you actually wake back up.

It turns out neither of these are true, and I would have never guessed, based on the extremely generic description of the trait; "You're prone to sleepwalking." GMs being able to control your character while logged out should definitely be knowledge that is front and center when players select this trait, as I am now having to plan for several restats/trait adjustments due to this not being within my knowledge when choosing the Sleepwalker trait.

If it was made clear from the beginning, this would have been fine. Some sort of warning that shenanigans may happen when you're logged out of a particular character. However, it was not made clear, and I was under the impression that Sleepwalker was just a -2 trait that may or may not move your character around from time to time.

I STRONGLY think that players should have some sort of knowledge about what this trait allows, much like Fated, even though Fated is a 0 point trait. I would be fine if I consented to it, but in this case, it is very uncomfortable that its true effects go undisclosed to the player.

Faithil

I have uh, questions about sleepwalking and how it works. It's clear now that staff control the characters (as Gaius was sleepwalking in the tavern) I thought it was just a button and your character would randomly be teleported somewhere they could get back from or something. 


One: What can the dms do or not do?

Two: What if someone intiaties combat with you? Is your character just left beat up and stolen from because "they were sleepwalking"?

Three: Why wasn't this stated outright from the beginning? Was it stated in the changelogs and I just wasn't aware?

Four: What if someone pickpocketsfrom you while sleepwalking? It'd suck for Faithil to get their blanket (thats usually on them btw) pickpocketed off when I wasn't even aware of it/online. I dont mind being pickpocketed off of, if I don't catch another player taking stuff off me when I'm online, esepically since I can catch them.

Five: How much does it drain off your character? Regarding buffs and such. One might drink a potion or cursed and does that drain the effects?

Six: Can players be informed/asked if the staff wish to have the character do stuff when they're wandering around. I get that it's random and when it comes to just wandering and no dialogue, I don't mind, but if my characters are going to be talking/trading/getting given stuff when I'm not online, that's something I'd prefer to have say in.

Seven: If someone wishes to retcon a character decision a staff made while someone's character was sleepwalking, is that allowed? I'd assume so but still.

Eight: Is there any "tell" to other characters that your character is sleepwalking? Slight sprite changes, something else, whatever.


Anyways that's all the questions I have for now. Couldn't think of anything else but I'm curious why this didn't notify players when "fated" is an entirely separate trait that basically exists to give staff permission to mess with players a bit.

GM Ethos
Staff

We obviously have some work to do on the Sleepwalker trait, but let me try and answer the questions and restate what I've said on the Discord server.

The Sleepwalker trait was intended to be something weird and mysterious that you opted into to find out what it did, accepting the consequences of it. We never confirmed things for this reason; if you took the trait believing that it was something that you found acceptable to gain the trait points for, then that was your decision. We never said it just teleported you around. But, obviously, now the cat's out of the bag, so the experiment is over and we need to rework it to be more clear. The ultimate goal with Sleepwalker is just to do silly stuff and create weirdness and levity.

Every time a GM logs into the game, there is a small chance they will be randomly assigned a Sleepwalker to log into instead. They are then given a prompt to do something weird with the character. Usually we end it by sticking them somewhere strange; in someone else's bed, perhaps, or out in the forest, or whatever. GMs have no control over who they sleepwalk and never go into it with a plan, it's pure improv. We try to avoid talking as a character, but as people tend to engage with us, sometimes very insistently, there's only so much we can do to avoid it and we try to talk in a way that's obviously "out of it."

In light of this, we're very happy to help people build the trait off their characters if they don't desire to keep it. We won't penalize you for this; just make a version of the character without Sleepwalker and we'll change it out. We will also not behave in ways that you don't want us to while sleepwalking, we want to respect your wishes and your vision for your character. You can always communicate about those wishes with us and we will listen.

Q: What can the dms do or not do?
A: Whatever they want, within reason. They are logged in as your character. We try to follow the path you have left out for your character and any character details we have picked up on. I think we're largely successful at this, because most people have not even noticed the times when someone was sleepwalking.

Q: What if someone intiaties combat with you? Is your character just left beat up and stolen from because "they were sleepwalking"?
A: I don't think it's really a feasible question. The chances of your character getting into combat are remote, especially because we know better than you how to steer them away from that. However, if someone mugged your character while they were sleepwalking, they would probably get mugged. That does, at least, create a roleplay thread for you to follow up on, as people know you were mugged even though you don't remember it.

Q: Why wasn't this stated outright from the beginning? Was it stated in the changelogs and I just wasn't aware?
A: That was the whole point. You chose to opt into a trait that we did not tell anyone what it did. It was a surprise.

Q: What if someone pickpocketsfrom you while sleepwalking?
A: Then you get pickpocketed. It's a negative trait. You will lose things with no explanation as a Sleepwalker. Sometimes we use them, sometimes we give them away, etc. That should always be an expectation you have if you take the trait.

Q: Can players be informed/asked if the staff wish to have the character do stuff when they're wandering around.
A: Don't take the trait if you don't want the staff to sleepwalk you.

Q: If someone wishes to retcon a character decision a staff made while someone's character was sleepwalking, is that allowed?
A: Of course!

Q: Is there any "tell" to other characters that your character is sleepwalking?
A: No obvious visual tell, but clearly they don't act like themselves, and we try to make them behave how you would expect a sleepwalking person to behave.

Q: I'm curious why this didn't notify players when "fated" is an entirely separate trait that basically exists to give staff permission to mess with players a bit.
A: That's an opt-in flag for events to let us know who wants to be more deeply involved. This is a negative trait that was created as a surprise for people to unravel.

Q: What happens if you log in while you are sleepwalking?
A: You reassert control of the character and we are booted out.

My question to you is, why did you pick it when you didn't know what it did? I understand the displeasure from getting something other than you expected, but when something in this game is vague, it's probably not because it's straightforward! We did not tell anyone that it merely moved you around.

That said, we will be changing the description now to make it clear what the trait does, and as previously mentioned, refunding it from anyone who doesn't wish to have it. Thank you for your patience and your understanding.