Bear", the philosophy and ideals.
1. Why are we doing this?.
Mahatma Ghandi once said "Freedom is, 'I
won't'". That, in a nutshell sums up the
'Care Bear' philosophy. "I won't play the
game their way". "I won't be forced
into playing the game their way". "I
won't be driven from the shard.". "I
won't roll over and give up."
In this case, "I" is me, a roleplayer.
"They" is the exploiting, cheating,
harassing mass killers that insist on raiding
roleplayer establishments and attempting to
'force' us to play the game their way. Since we
do not raid them and try to force them to
roleplay, and, for the most part, wish only to be
left alone, we are going to fight back.
"Operation Care Bear" is a concept and
experiment in fighting back. Passively. Without
resistance. Without combat (well, mostly).
2. What we are not.
We are not attempting to prevent PvP, or even
player killing. PvP enthusiasts are free to use
the in game mechanisms (guild wars and
order/chaos) however they wish. Killers are free
to do what they like to do anywhere except the
player run taverns that do not wish to be
bothered with them. What happens at, say, the
Britain/Vesper crossroads, or in the dungeons,
bears no relevance to "Operation Care
We will not harass, target, or interfere with any
group that respect the wishes of the owners and
patrons of a player run establishment.
We will not knowingly cheat, exploit or use third
We will not verbally harass, cuss, or otherwise
violate OSI's terms and conditions of service.
3. Who and what we are.
We're the roleplayers. The creative, imaginative,
immersive and vocal minority who view UO as a
kind of 'stage' upon which we can exist as if we
actually lived and died in the land once called
'Sosaria', We're the story-writers, the actors,
the poets, the bards, the merchants, the
comedians, the virtuous (and not so virtuous) who
understand a different potential for this shared
environment. We're the people who play for
various reasons, but mostly we play because of
the friends we make both in game and elsewhere.
We're the people who have discovered something
special, something wonderful, and something that
keeps us playing. We're the people who organise
our own fun, organise our own player luncheons,
our own parties.
We're the folks who never, ever, get bored in UO.
We're the people who do not expect to be
spoon-fed entertainment, we entertain each other.
While some of us freely choose not to get
involved in PvP battles, some of us love it, but
when done 'in character', for the entertainment
of those around us. We're also the people that
have been overlooked as far as the current
in-game mechanics go. (We understand that, and we
understand the priority list.)
4. Statement of intent.
To convince the mass killers that leaving player
run taverns alone is a good thing to consider
doing. Given that OSI, and particularly DD, wish
the players to "police" themselves,
yet, not giving us the tools we need to manage
that in an effective manner, we're going to do
just that. Passively, silently, with humor,
caring, sharing, and being 'nice' to our
However, the humor is most definetely one sided.
Our side. We're going to be the ones laughing as
the 'Care Bears' drive away the hordes of player
killers from those few small locations that we
like to think of as 'ours'. We don't ask much,
just stay away from the roleplayer
establishments. The rest of Brittania and the New
lands are open to you.
5. How we do it.
Mostly, we die. We die a lot. We throw our
passive selves underneath your tanks. But each
time we die, we WILL file a murder count. When we
die, you gain nothing, since we carry nothing.
We're newbie characters.
We drive you away by spoiling your fun. Just as
you spoil our 'fun' by forcing your playstyle on
us, by destroying that which we've built, and by
ruining the events that we put in a great deal of
time an effort to organise and run.
We spoil your fun by not giving you that which
you crave. Loot. A fight. A battle.
We spoil your fun by no longer being a 'human
We spoil your fun by ridiculing you, by laughing
at you as we die.
We spoil your fun by keeping you occupied dealing
with us instead of you going out there and
fighting with those that wish to fight you back.
We spoil your fun by taunting you, by making you
look stupid, and by goading you into killing us.
We spoil your fun by getting you flustered, to
the point where you make a mistake. For example,
killing us, turning 'red' and getting kicked out
of your order/chaos guild, or by turning 'red'
and chasing us into a guard zone. By giving you
stat loss when you die. By making you waste
supplies and reagents to kill us for no gain.
We spoil your fun by stealing everything you
carry should you turn 'criminal' next to us.
6. How far we are prepared to go.
Within the limitations of point #2 above. As far
as we have to.
We'll start small, and gradual, with a handful of
newbies, who will simply wait for you to come
attack us. We'll start to escalate it. If you are
prepared to discuss things in a responsible and
adult manner then we will respond in the same
Each time you raid us, we will be back with more.
If you continue to raid and harass us, we will
start to come looking for you, constantly,
never-ending, in increasing numbers.
Eventually, we will start to congregate at your
homes, your towers, your castles, and most
especially, your guildstone. (We assume that if
you raid us, you have 'invited' us to come play
We'll never stop coming until you accept that
there's one small area that we claim for our own.
Until you leave us alone, permanently, in that
one small area. (The rest of the lands, dungeons
and wilds are open to you to play however you
Each time we come, there will be more of us, and
you will stop having fun. Some of your guild will
quit, because it's no fun, because they made a
mistake and died, and had to suffer stat loss.
Some will quit because they can't take the
constant pressure. Meanwhile, we'll be laughing
and making you look 'silly', as we die.
Eventually, if you continue to raid us, there
won't be anywhere in the lands that you can go
without finding some of us. There won't be
anywhere you will find peace, there won't be
anywhere that you won't be ridiculed, taunted and
made fun of.
We can and will destroy your guild, drive you
from the shard, if not the game. Passively,
caringly, sharingly, by being 'nice' to you. Or,
if we see you breaking the terms and conditions,
by reporting you.
You can stop us at any time, simply by agreeing
to leave the player establishment alone. But
break your word, and we will be back, in larger
numbers, and more often.
7. So, you want to be a "Care Bear"?
This is for the roleplayers that would like to
get in on the fun.
Firstly, let me explain that 'passive resistance'
is not something that everyone is suited for. It
takes a certain frame of mind, a certain level of
"self-restraint" and a certain sense of
humor to be a successful 'Care Bear'. You need to
be able to laugh at yourself, to cast aside
'ego', and to be able to maintain a calm mind and
an even temperament. I'd also strongly recommend
that you be able to keep a civil 'tongue' under
pressure. (You will, most likely, end up meeting
with a counsellor or GM in game because the
killers will start to complain and whine about
Above all, you need to be willing to die. Don't
carry anything you don't want to lose. Newbies
lose nothing, experienced characters will lose
fame. (If you think that 'fame' is anything more
than a joke, a 'potential' tool for roleplaying,
and truly 'worthless', then you might not make a
good 'Care Bear').
Having a few experienced and skilled characters
hiding in the midst of the newbie swarms can be
very entertaining, especially when the newbies
manage to get the killers to go grey or red.
("u suk, damn newbies! I own U!"
"In Por Ylem", "An Ex Por",
"Kal Vas Flam", "Vas Ort
Flam", "Corp Por", Twang, twang
. OooOoo ooOo!) It's doubly
entertaining when that killer already had a
hundred murder counts. (plus the bounty as a
bonus!) Remember, the idea is to make it 'not
fun' for them. Stat loss is 'not fun', it
eliminates another killer for a while, annoys
them to no end, and makes for something
to laugh about.
Secondly. Passive resistance. The 'killers' must
make the first move. They must be the ones who
start it. They must be the ones to go 'grey' or
red. If one or two two turn up and start to
'negotiate' or talk, leave them alone, let the
tavern owners/representatives talk to them. Not
all of the 'killers' are unreasonable people, and
talking and negotiating is more important.
Remember, the objective is to get them to agree
to leave the taverns alone.
Thirdly. Rules of engagement. Passive. Reactive.
Not invasive and pro-active until the initial
negotations fail. You have to be prepared to sit
and wait for them to come to you. After that, you
can start to chase them. It's a delicate balance,
don't be like them, but simply make them suffer
the consequences of their own actions.
Give them enough of a taste of being 'hugged' by
'Care Bears' (and/or Barney the Dinosaur, and so
on) that they begin to get the idea. If they
won't stop, do it more. Slowly, escalate it. The
idea is to slowly make life more and more 'not
fun' for them, sooner or later they'll get fed up
with it. Be prepared for lots of confusion, angry
people, and quite likely, some out of game
(Make sure you've got Nukenabber installed and
Did I forget to mention you die a lot?
As a newbie, a rogue, bard, healer or vet is
always fun. Having a few people 'snooping' seems
to annoy the killers. If there's a 'ringer' in
the midst so much the better.
The occasional 'taunt' also helps, but for the
most part, give them the silent treatment. (You
do NOT want to cross the line into 'spamming' or
The idea is to rack up murder counts, annoy them,
keep them from killing and looting other people,
make them waste time, resources and murder counts
for no reward. To confuse, irritate and laugh at
them, to get them flustered so that they start to
make mistakes. If they happen to go grey or red,
start stealing, or attacking. If they get
disconnected, poke them to death with that newbie
dagger, especially if they are red. Lure them
into making mistakes. But, above all, keep them
'occupied'. If they're 'playing' with us, they
aren't out killing.
(hey, they never hesitate to kill someone
Current 'Care Bear Operations' are taking place
on Chesapeake, centered at 'The Oasis Tavern'.
Only two people are 'authorized' to state policy
there. Firstly, 'Chaos Lord', the current tavern
owner and secondly, 'Araminda' the waitress. (Who
happens to be played by 'Elawyn'.) I'll follow
Chaos Lord's lead, but if he's not there, I can
negotiate. (I'll also acquiesce to Taragon or
Kim, since they're the original
owners/founders/funders of the tavern.)
Future operations will be at the request of the
players who run the establishments, and all 'Care
Bears' should, nay, MUST, follow their wishes and