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Post by pinkerdlu on Jul 21, 2019 17:20:01 GMT -5
Meaningful conflict initiated by PLAYERS that would potentially impact the direction of the game or any of the canon clans/houses?
LOL not in “my” Armageddon. Plus who is supposed to facilitate this role play?? Unpaid volunteers?
And here’s your typical GDB response, to throw some spice into the pot: Be the change.
I agree with tedium. Will we ever see these changes? No, unfortunately.
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jkarr
GDB Superstar
Posts: 2,070
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Post by jkarr on Jul 21, 2019 18:35:14 GMT -5
this How do you fix that? Reboot. Start the game over 50 or 100 years after the dragon left. It’s a couple of generations after the good Dark Sun base of lore, far enough into the future that establishes GMH and noble houses, but it erases all of the rest of the 25+ years of shit that has accumulated. Moving forward major events are on a page or wiki, sensitive clan stuff goes on a clan wiki or clan board. Super sekrit might be readable on a rumor page. Most of what is needed is already in place. What has to happen is it has to be used the way it was intended consistently. Then put the all of the old lore and canon on another page for the inevitable crying that would follow, for people that want to reminisce. doesnt prevent this Arm's culture still hasn't recovered to the point where players can take clans in new directions, and likely won't, so staff need to look at the tribal section of the game and ask what they add to the whole. Personally, I think the mage stigma for tribals needs to go. Every clan has ties to mages and the survival of that tribe depends on them. A pro-magic section of the game would be great conflict with Allanak, and it gives the resource and politically weak tribal clans some real power to justify their survival. The spillover of such an arrangement into the Outpost should be obvious. They're allied with the tribal clans and are the "legitimate" merchant house face for those factions, but they also want to stay on good terms with Allanak, the other merchants, and the rogue hunters who buy their survival gear. That means walking a fine line of Neutrality and trying to keep everyone happy without giving so much that the other merchant clans can move in on their territory. Plus like I said before: Nix the monopoly restrictions on merchant houses. That alone would bring the three merchant houses a ton of roleplay, and let them try to cut in on each other's territory. so do both
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delerak
GDB Superstar
PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
Posts: 1,670
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Post by delerak on Jul 22, 2019 0:12:17 GMT -5
i think moving allanak in a different direction would be fun. just like any campaign setting the players want change they seek it out. arm hasnt changed in quite a while. It would be cool if they ran a world spanning plot that over threw the templars/sorcerer-king similar to the way darksun did this in Tyr and the 5 volume of books they released. The city gets liberated and now basically it's run by the people instead of nobles and shit. It would be cool for players to be able to rise to higher stations and all that jazz.
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mehtastic
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Posts: 1,695
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Post by mehtastic on Jul 22, 2019 7:02:43 GMT -5
The staff control Allanak's narrative through the city's unkillable NPC leaders that are, for all intents and purposes, designed to be impossible to overthrow. While it would be cool to shatter the glass ceiling, it would rely on staff's ability to relinquish control of the narrative and give it to the players, something they are clearly not keen on doing. Unlike other games that trust their players to lead their game worlds, such as Arx MUSH which has a PC King, PC heads of noble houses, etc., Armageddon invests almost no trust at all in its playerbase.
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Post by pinkerdlu on Jul 22, 2019 9:50:59 GMT -5
The staff control Allanak's narrative through the city's unkillable NPC leaders that are, for all intents and purposes, designed to be impossible to overthrow. While it would be cool to shatter the glass ceiling, it would rely on staff's ability to relinquish control of the narrative and give it to the players, something they are clearly not keen on doing. Unlike other games that trust their players to lead their game worlds, such as Arx MUSH which has a PC King, PC heads of noble houses, etc., Armageddon invests almost no trust at all in its playerbase. Yes, agreed. This is the key.
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Post by shakes on Jul 22, 2019 11:54:55 GMT -5
Based on what I've seen storytellers able to do, I don't think they trust their lower staff much either.
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Post by lechuck on Jul 22, 2019 12:23:11 GMT -5
Kurac/Luir's has always been a waste of space in my book. Or maybe not always, but certainly for the last decade. It takes up more players than any other single clan and contributes almost nothing to the game. If it was just a random outpost like Red Storm, that'd be one thing; Luir's does serve as a place to rest and buy/sell shit due to its geographical location. But nothing there matters and it has been so many years since Kurac had any visible hand in the things that are supposed to drive the game. I don't give a shit how many secret plots and unknown events people insist happen in whatever place (you can name any place in Zalanthas and somebody will swear it's ultra-important to the game and has fifty ongoing plots that you're just too unskilled to know about), the largest clan on Armageddon has done nothing worth remembering in the last hundred in-game years. Imagine if all the players who fall into the Luir's trap were instead playing in locations where things mattered? Not that anything matters much in Armageddon these days, but still.
This is a game that struggles to reach 50 players at peak but is built in such a way that it needs 200+ players online in order for vast swaths of the game world to not be crippled by underpopulation and inactivity. Luir's is the biggest culprit in that regard. If there's not even going to be a second city-state, what the fuck is the point of a Zalanthan Switzerland where people just sit around and watch the years roll by? Staff sometimes tries to drum up something for Kurac, but it has never managed to be relevant to the game as a whole, and it always feels so contrived and tedious because it's never the result of anything real that actually happened, just a fleeting attempt to inject some artificial filler into the place. For how many real-life years is the rote culling of NPC gith supposed to remain interesting? Luir's was kinda neat back when it changed hands and had to be captured a couple of times. Ever since those incredibly distant days, noone has done anything meaningful with the place. It's just a player sink that noone's willing to pull the plug on.
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mehtastic
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Post by mehtastic on Jul 22, 2019 13:05:26 GMT -5
It's potentially arguable as to how long Luir's Outpost hasn't mattered in terms of roleplay, but I would say it absolutely stopped mattering the moment Armageddon MUD's staff closed Tuluk. Before Tuluk's closure, Luir's Outpost served a gameplay purpose of giving people traveling between Tuluk and Allanak to stop and rest, and potentially find things to do. Since Tuluk's closure, Luir's Outpost is now a rest stop for people headed to the Salarri Outpost, or to Morin's Village, or to the grasslands to grind on stilt lizards and verrin hawks. Luir's Outpost does not serve a roleplay-focused purpose; it serves a gameplay purpose as a safe place to recover stamina and buy spice. Every day it remains open for play is a reminder of Armageddon staff's inability to design a RPG.
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Post by shakes on Jul 22, 2019 18:03:38 GMT -5
The only value Luir's holds for me AT ALL is it's the only place I can reliably find bloodburn tablets.
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