Story and Theme Problems
I am currently working on some new histories for the game, but I would like to address some of our current problems as well.
The forum membership has been clamoring for more/better story to help with circles and professions. I have been thinking about this for several weeks and I am trying to get a good grasp on things before we update things. Anything we update will be discussed on the forums. Little changes can have some pretty big effects and I would like to keep as many people as happy as possible.
What are my goals?
- A better understanding of why people hate each other from circle to circle.
- More avenues to create conflict and strife between circles.
- Clean up as many loose ends in histories as possible.
- A richer background and history in the game.
I would like people who are interested in helping to answer this question:
- What do you think the main story problems in the game are?
I am not looking for player debate about the things you have issue with. Just post what you things bother you as a player.
DO NOT post massive brain dumps or rants or whatever. I will just delete those. Post simple concise issues.
For example:
- Where is the AM side getting it's powers with the death of the gods?
- What were the demon gods? I thought that was Golgotha and all that.
Thanks.
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Comments
If undead are going to come to a forefront, is there going to be a good villain? Not one that shows up for an event and is never seen from again. This dude or dudette needs to have a massive, sweeping storyline that involve MULTIPLE events. Frankly, we could do with this in general. We need more characters that stick around and are not cookie cutter throw their hands up and cackle evil. Let someone have FUN with this, let them get an idea in their head and run with it. These new characters need to be so prolific we do things like discover their histories, and we have help files on them and everything.
I want to see more racial histories. We have two amazingly detailed histories for Lamira and Lyke, and everyone else gets squat.
Obelisks are inherently magickal - why does anti-magick use them?
There are all these random emotes about a volcano spewing shards. Why is it spewing shards? Where is this magickal volcano. I want to go to there.
Avasyu's body dropped somewhere to the west (I think? I'd have to look for the direction). We have this massive pool of divine energy laying around somewhere - what's being done with it?
I'll stop for now :<
the claims are stated - it's the world I've created
The game needs variety. We need to play that up. By variety, I also mean we need an antagonist who is neither orc, undead or demon. (There's a fire mage underneath a volcano out there.)
I mean, Antioch can go steampunk for all I care - I have no problem gluing some gears onto Lalitana's sitara. But the city needs a stronger avenue of roleplay than "Meh, magick and demons suck and also all your obelisks belong to us now", and whatever it is needs admin backing.
One more that I think is the most important I still struggle with:
- Do I choose "good"/"neutral"/"evil", and then pick a class/city afterwards?
- Do I pick on flavour only, and expect that roughly equivalent playstyles will be available in each faction?
- Do I pick based on city/council backstory, and then pick a profession that represents that story?
I don't think the game does any of these at the moment particularly well (story and RP-wise) when it really should be the clearest thing of anything to a new player.
Can we lessen the amount of outright evil in Stavenn's skills? It's kind of hard to play the side off as anything other than Mhaldor-lite when you've got a main kill method as out-and-out evil as vivisect. In my head, the ideal Stavenn is an aggressively expansionist empire that utilizes demonic powers. Think Rome with Warlocks. In practice, what we have is an undead Legion of Doom, which is inherently hard to cast in any kind of role other than a Saturday morning cartoon villain.
This is problematic, because, ideally, city conflict should be between two factions who want reasonable yet opposing goals. Outsiders shouldn't be able to look at it and immediately go "Those are good guys. Those are evil guys."
Along with this, one thing I'd like to see is the removal of demonic as the theme for a side, moving towards a more undead/dark-nature-spirit sort of vibe. The classes would stay the same mechanically, but the skills would be reflavored. After all, the demon planes were sealed off with the Hammer, so 'demonic' moving to a different source of power would make sense.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I think 'redefine demonic and AM' are both probably good story concerns.
AM is, imo, fine.
They've always played up "BECAUSE THE GODS SAY IT IS BAD!" as their reason, but really. Look at everything demons and magick have done to the world. You don't need Baar going "Magick's bad, mmk?" to look at that history and go "We can't let people use that crap. They will destroy everything!"
What they really need is a solid reason to have divine powers now, but other than that most of the stuff is solid, imo.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Someone needs to sit down and churn out a reason for them existing. Why are aspects able to tap into the power of the moons? Why are the monoliths so important to aspects? Hell, even try to explain why aspect perks work.
Obelisks:
I said this when they came out. Why are they important? A little back story here would go a long way. This system needs a huge improvement, but that's months away. Right now, someone can sit down and say what they are, how they function and how they're tapped into the moons.
I think it would also help a lot of us if the creative types in demonic (and probably only demonic) sat down and had a pow-wow with the story writers for the game to hash out what we want undeath to be. We're at a pretty serendipitous point in development, so we can factor in some of these core values and concepts and incorporate them with the upcoming theme of the summoner revamp. Additionally, we're following on the heels of Thanatos dying/departing/playing super villain?. There's a lot of room to sit down and really (re)define the entire concept of necromancy and undeath.
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
the claims are stated - it's the world I've created
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the claims are stated - it's the world I've created
I'm going to reply to your wall of text here, as to not clutter up a good thing. It's the past mechanics/players/mismanagement that have backed each circled into a stupid, stereotypical role. Even here, Magick wasn't neutral. Magick isn't out of place. It's not the red headed step child circle by story. It's the outsider because of the way you guys play it. I'm guessing you misunderstood Khizan's reference or you're just subscribing to an outdated concept of Imperian. With affinity and circles as they are now, the breakdown is:
Anti-Magick: The gods told us we don't need no stinking magick. We should kill anything that doesn't agree with us. This seems to be working. Keep on going.
To Magick and Demonic: Convert or punch in face.
Magick: I want to control the primal forces of nature to break things and kill people.
To Demonic: You delved you greedily and too deep.
To Anti-Magick: Why hit me in face? /sadface
Demonic: The ultimate power is in death and demons!
To Magick: "wimps!" /conquer
To Anti-magick: Why hit me in face? /sadface
All of these roles are pretty neutral. These roles leave things open for a lot of wiggle room. Historically, everyone has teamed up with everyone else to accomplish some goal. This has tapered off lately because of shards and our lack of ability to tag-team those goals. Everyone has played the villain. Everyone has played the victim. Nothing you addressed really resolved any hitches. Khizan hit the nail on the head, we don't NEED to know the definitive source of your roleplay. This is why Eloweth was a humdrum role. The ambiguity is the fun part where we get to make up our own roleplays and act it out. This is where any sort of 'in-fighting' should take place. It should take place over a scotch and a smoke while you argue your differences with your same-circle buddies, or venture out into the world and role play with the 'enemy.'
Overlap:
There's not enough overlap in the game to make me want to interact with other people in any sort of meaningful way. The player driven roleplay, bolstered by the lazy mechanics like blanket unwelcome/enemy has pretty much made it treason to go out and interact with people. All it takes is one spiteful person in power and bam, you're outcitizened, enemied and just lost everything. This makes it really hard to get a lot of interaction between circles. It denies a lot of people the opportunity to go through the back and forth with someone like Kira, who is willing to listen to your "this i why I do what I do" while simultaneously trying to convert you to her way of doing things. It's something you will never see from the pk-clods of clan me-smash.. That's sad.
To be honest, I don't know how to fix this.
It's iffy. Part of the problem is that so many of the people who were associating with the enemy were really 'associating' with the enemy, if you get my meaning, and a ton of the lines got blurred, to the point where I'd have people refusing to throw raiders out of the city because they were in the Noctusari guild and so was whoever they were textsexing at the time and they didn't want problems with that and so forth, and I know that I'm far from the only person who had those problems.
Most of the orgs started out with pretty loose fraternization rules, and most all of them ended up tightening them up because of just that reason. When I was the Taekyon GM, I had to make the guild fully AM to get around these problems. It's a case of the players creating situations that resulted in restrictions.
Similarly, the blanket unwelcome was implemented because players couldn't seem to stop abusing novices and newbies as raid targets and so cities started a blanket enemy process. I honestly cannot remember how many times I had a novice that was maybe a couple of hours old telling me things like "I found an unmonolithed room in Stavenn if you want to raid!"
Basically, players are horrible and they will make everything they touch just slightly more horrible.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."