tedium
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Post by tedium on Aug 28, 2019 18:36:38 GMT -5
To bring this discussion back to the thread topic: What were the consequences of the battle? A return to the status quo, in a world where nobody actually noticed a deviation from the status quo because it's a sekrit? Will there actually be anything that results from this going forward, or was this just another return to the days of massive light-shows?
I wonder if staff realizes that when people discuss staff 'plot', they mean 'narrative' and not 'conspiracy'.
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Deleted
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Post by Deleted on Aug 29, 2019 15:45:09 GMT -5
What would you propose to make things less secret?
Is it the staff that makes things secret, or the players?
If a pc initiates a gambit using his sole access to a piece of info and will be ruined if staff releases that info in other blatant ways, making the players secrecy obvious. Should the staff release that info despite the harm to the PC?
I don't believe summon was used by PCs. A lot of HoWing into gang rape of doom though. Can't blame that character either. Templar orders. Lame kills though, for sure. What would you do in the characters shoes?
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Jeshin
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Post by Jeshin on Aug 29, 2019 15:57:07 GMT -5
MUDs are games, they are roleplaying games but they are games with mechanics.
Good roleplay is commonly recognized in the eschew of mechanics for story but the mechanics still exist and are part of the game especially with a policy that code is RP.
It is not the characters or players fault that when the stakes are high that they resort to viable mechanics which have no negative drawbacks except being kind of cheesy and disappointing to the story. Is it good roleplay? I don't know. Is it good story? No it objectively is not good story because it is cheese and we all know it's cheese. It is upon the staff and game designers to recognize where the interest of story/roleplay diverge from the state of the mechanics and address it. Ideally by updating the gameplay and mechanics to be more in line with the way they want stories to play out.
As to making things less secret you guys have rumor boards. You should be using rumor boards. Are there raids on settlements, is there whispers of rogue cult gicker cannibals, do people blame redstorm, do people blame the gemmed, do they think the templars aren't doing enough, do they think it's rogue templar from that big Black robe battle a year or two ago? Maybe it's tuluk, they have mutant cannibals over there right, fucking tulukis. Basically the issue is not that players need ACCURATE information they simply need information. Being misinformed is part of RP but it is still being informed. Something is happening. Something I can look into. Who might know about this, can I reach out to them? By creating a bottom up approach to misinformation and a top down approach to 'accurate' information you empower your leadership to show their leadership and enable your Amos crowd to get involved if they want even if it's just talking about it at a bar.
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tedium
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Post by tedium on Aug 29, 2019 18:41:45 GMT -5
What would you propose to make things less secret? Is it the staff that makes things secret, or the players? If a pc initiates a gambit using his sole access to a piece of info and will be ruined if staff releases that info in other blatant ways, making the players secrecy obvious. Should the staff release that info despite the harm to the PC?
The fact that a PC has "sole access to a piece of info" must necessarily mean that staff gave them that piece of info. If the value of that info is ruined by other PCs having it, then staff are literally picking favorites to have massive advantages. That's a huge issue that players have been griping about forever. We don't want staff to pick winners and losers. Throw out consequences to the public, and let players track those consequences back to the source.
Metaplot is a really effective way to handle it. WoD and Dark Sun stand out among other table top games as having metaplots, and they're all extremely popular for RP MU*s. This isn't coincidence! Metaplot goes well with online communal storytelling, which is why MUs with it last so long, by spreading around the availability of access to a plot so much that everyone feels like they've impacted it in some way.
The simplest way to describe metaplot is that it's a global event that creates localized disruptions. These localized disruptions have their own isolated solutions, but the solutions have consequences on a global scale, because of the global cause. Frodo delivering the ring to Mount Doom is not a metaplot, but a plot within the metaplot of Sauron's awakening. While Frodo is doing his thing, the Orcs are attacking Minas Tirith, Rohan is succumbing to the clutches of Grima Wormtongue, Isengard is clearcutting the forest to supply materials for Sauron's army, a Balrog and orcs have conquered Moria, and the Nazgul are harrying Bree.
Okay, technically, a lot of those things are subsequent and are based around Aragorn being the Chosen One. But don't do that. Make them simultaneous and localized for the players of each sphere, but with a singular, universal cause. You can keep the universal cause foggy, as long as players clearly understand that there is some interconnection going on. If players in the Pah close an elemental gate by outwitting the guardian elemental and defeating the elementally-touched animals that were tainted by its presence, then they should at least hear about how Gith witches of that same element were weakened during their battle with Salarri forces investigating an ore mine, or whatever.
You have to be careful that you don't railroad players into a desired ending with metaplot. Instead, think of a few positive and negative world effects that can happen as a result of various outcomes of localized conflicts, and then alter them based on the details of what players actually do. IE, maybe the Pah tribes don't want to close the gate, but incorporate it into their life. As a result they get a mixture of positive and negative consequences. Maybe the rift directly gives them some unique resource, but now the gith want to secure that rift for themselves and become hostile. Let players convince the NPC elders instead of uttering a decree that it's against clan docs and so they have to close it or else.
Always remember that the metaplot exists for players to act upon it, not to act upon players. It should have some pressure/disruption to prod them into reacting, but nothing that makes them unable to play unless they solve the problem. Under no circumstances should those penalties lead players around by the nose and force them into a single solution. If two clans in the same sphere have different solutions, let those solutions play out and lead the clans on divergent paths instead of trying to make everyone in a sphere get along.
You can have secrets, but you can't have only secrets. If the consequences are secret then you have nothing happening. Players feel like they're putting in effort but aren't getting any results. Narratively, you include secrets to reveal them for emotional impact. They're meant to come out eventually. The fact that secrets are often indefinitely buried signals that staff don't consider players to be part of the narrative, and that the secrets are weird OOC power-games rather than storytelling.
Edit: Jeshin's example of rumor boards is a good example of disruption, though I think it's too much 'tell' and not enough 'show'. In a pinch you can straight up tell players, hey, something weird happened, so that they at least have an idea that something different is going on. But I definitely prefer making small in-world changes that disrupt player activity in a benign way, while gradually escalating once the root cause has touched all spheres. IE, if there are undead kenku sorcerers abducting people to make kenku hybrids in an effort to revive their species, you might start with chalton migrating from west to east of Allanak, and some misleading rumors. Eventually, you want the occasional kenku-chalton hybrid to show up, with more misleading rumors, and then by the end you'll have undead gith kenku attacking wagons, chasing down elves, and making off with scores of guards from the gates of Allanak.
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Deleted
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Post by Deleted on Aug 30, 2019 1:23:19 GMT -5
Metaplot is a really effective way to handle it. WoD and Dark Sun stand out among other table top games as having metaplots, and they're all extremely popular for RP MU*s. This isn't coincidence! Metaplot goes well with online communal storytelling, which is why MUs with it last so long, by spreading around the availability of access to a plot so much that everyone feels like they've impacted it in some way.
The simplest way to describe metaplot is that it's a global event that creates localized disruptions. These localized disruptions have their own isolated solutions, but the solutions have consequences on a global scale, because of the global cause. Frodo delivering the ring to Mount Doom is not a metaplot, but a plot within the metaplot of Sauron's awakening. While Frodo is doing his thing, the Orcs are attacking Minas Tirith, Rohan is succumbing to the clutches of Grima Wormtongue, Isengard is clearcutting the forest to supply materials for Sauron's army, a Balrog and orcs have conquered Moria, and the Nazgul are harrying Bree.
I agree. Incidentally, this is one of the ways I as a DM differentiate individually strong monsters from intelligent monsters in a tabletop game. Individually strong monsters are much more likely to bound to a single sphere, unless they work directly for a multi-sphere villain. By contrast, intelligent monsters, especially ones with transport or divination powers, are better multi sphere adversaries. This doesnt mean they have to be nearly as mechanically powerful. They are just more likely to get away to fight another day, or otherwise adapt to player activities and capabilities.
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Deleted
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Post by Deleted on Aug 30, 2019 1:33:23 GMT -5
What would you propose to make things less secret? Is it the staff that makes things secret, or the players? If a pc initiates a gambit using his sole access to a piece of info and will be ruined if staff releases that info in other blatant ways, making the players secrecy obvious. Should the staff release that info despite the harm to the PC? I don't believe summon was used by PCs. A lot of HoWing into gang rape of doom though. Can't blame that character either. Templar orders. Lame kills though, for sure. What would you do in the characters shoes? I do not blame the players in the slightest. Not even the templars. If a high powered game mechanic is left in the game after this many years, I really dont blame the pc who finally beats a foe into the ground with it.
I know that staff doesnt agree with me on this point. Their expectation of restraint is fine, but if we are playing in an "As is" world, occasionally people are going to get expunged with absolutely no chance of defending themselves. Whether this is good game design is another topic. This is the world we have now.
At the risk of griefing less people, and really pissing off the game masters, we could probably list some of the most egregious mechanical problems here to get them addressed in game.
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mehtastic
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Post by mehtastic on Aug 30, 2019 6:55:24 GMT -5
It's been a long time since staff understood the concept of metaplot. There are MUDs that use it but Armageddon certainly isn't one of them. Many of those MUDs, incidentally, have more players and/or a playerbase that is more engaged in narrative than skilling up.
Players cling to information like it's gold, so providing world information to players from the top down makes no sense. Give information to people who have an incentive to spread that information.
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Post by pinkerdlu on Aug 30, 2019 9:50:52 GMT -5
The screwed up thing about this discussion is that Armageddon’s ‘setup’ as enforced by staff is simply not conductive to the positive suggestions that are listed here with the intent of promoting actual good storytelling. Staff seem ‘glued’ to this concept that the virtual world is more important than good storytelling, or plot progression, or players having actual power and world impact. - PC nobles are limited to ‘minor nobles’, just a small cog of a much larger ‘beast’, or Greater Noble House. They are liable to be shutdown at any moment by the NPC ‘Lord Controller’ or any other virtual figure with an ounce of 'authority'.
- PC Templars are ‘blue robes’, one of the lowest tiers of the Highlord’s enforcers. They bow to NPC/virtual Red Robes and the mythological Black Robes that put on fancy light shows for us players... let us be thankful.
- PC soldiers are limited to a single unit, playing Sergeants and Corporal and if you scratch the right area long enough, once every few rl years depending on your player notes, MAYBE a Lieutenant.
- PC tribals are overseen by virtual Elders, chiefs, seers, and ‘veteran warriors’ who only come into play when you incur the staff’s wrath.
- PC Byn are limited to a couple of units, where you cap out at Sergeant, and god forbid if you do something that the NPC Lieutenant doesn’t like.
You get the idea. Characters do not have a metaplot that bind them. They have very little reason to interact. They have very little reason to search out conflict (unless bored) or to initiate plots, as what benefits do these provide? Hell, the smarter players with longer lived characters just avoid RPTs altogether because they recognize them for the pointless meatgrinders that they are. Or, they’re playing Templars or magickers and have a better understanding of how to use the code to their advantage. Great storytelling, right? - This ‘setup’ or ‘attitude’ that Armageddon staff holds over the playerbase will never be conductive to meaningful roleplay or good storytelling. RPIs like Atonement forced the playerbase to cooperate, and sometimes factionalize, to ensure survival. Plots were investigated and sought out because they had a genuine impact on the metaplot, the virtual city and the balance of power between the PC LED gangs that more or less dominated the game world. This applied in the Beta, which had more of a sandbox ‘Gangs of New York’ tone and then later on the Atlas, which was more survival horror. What did they share? A metaplot, PC leadership, lack of virtual ‘big boss’ interference. Atonement and SoI also had a modified version of Diku, where combat and movement were generally slower and MUCH MORE conductive to combat, PvP and group fights. Strength played less of role in damage. Guns hurt bad, but players would slowly bleed out or succumb to trauma, instead of just dropping dead. (Take a note, archery in Armageddon is FUCKING RIDICULOUS.) edit: There could be so many positive changes made to archery, combat and the health system in Armageddon. The code is out there. Also, Atonement had a ‘group’ system kind of like following/unhitching in Arm, where you could type a simple command and see the relative health of everyone in your group. Extremely useful for group fights. There weren’t meta spells like ‘hands of wind’ that Templars or gemmed could abuse (well, it’s not exactly abuse, it’s just a broken spell that should have never been included in the game) to dogpile and gank an enemy after pulling them from dozens of rooms away. There weren’t broken races like half-giants or dwarves that promoted trash roleplay and granted insane boosts to the most important stat in the game. - Solutions to these problems have already been discussed on this forum, years ago. Removal of broken spells and races. A rework of the stat and combat system. An Armageddon where there are no great virtual powers, and where there is actual resource scarcity, and where meaningful conflict can be generated between characters who start on a more equal footing. Unfortunately, I don’t think we’ll ever see this Armageddon. The current staff have no interest in seeing this version of things... it takes away power from them and destroys their virtual playground to actually promote positive change and progression in the Armageddon that we know today. If I’m wrong, prove it to me. Please, seriously. This game holds a special place in my heart and it sucks to see it tragically, slowly die because of inaction. The wheel spins, grinding away, and staff keep making the same age old mistakes. - ADDITION: I’d like to note that the players who claim to have enjoyed this PBRPT and the current state of Arm assuredly fall into one of two categories. 1. These players are so starved for roleplay or excitement that they’ll scramble for whatever crumbs that they can get. Like the lone rinthi assassin who spends hours stalking that new rinthi char just to find a reason to murder them, however slim or shaky, these players are desperate to find reasons or ways to enjoy the game. Their tastes have become simpler and their standards are nonexistent. or 2. These players have likely been playing for over a decade, but are so burnt out that they just treat Armageddon like their fantasy social circle, like a glorified chat room with plenty of nostalgia and desert tones. Like the first type of player, any excitement is good enough for them. They lack any ambition or interest in meaningful storytelling and cling to the game as more of a crutch or ‘community’ at this point.
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mehtastic
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Post by mehtastic on Aug 30, 2019 12:00:46 GMT -5
Enforcing barriers that stifle player power and impact serves one purpose, and one purpose only: enforcement of stagnation and the status quo.
Armageddon will never lift the barrier that stifles player impact and power. Lifting that barrier would fundamentally change the game to the point that it would be unrecognizable to the staff, and to the players who benefit from the game in its current state.
When we discuss changes to Armageddon that would fix the game as well as fundamentally change it, we have to understand that it is unlikely to happen. We also have to understand that other games already offer the style of metaplot Armageddon's critics actually seek. And if those games don't serve - if players don't like the setting, or whatever - it would be easier to actually make a new game from scratch and run it well, than work to change Armageddon fundamentally.
The sad thing about Armageddon is that it's quite vulnerable these days. It's easier than it's ever been to make a MUD or host tabletop games with friends online. By relying on its old popularity and invulnerability from its days as the premier RPI, it is actually failing to adapt to developments that move around it.
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Deleted
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Post by Deleted on Aug 30, 2019 17:14:50 GMT -5
To be honest. I dont know if there is a metaplot.
There is sooort of a metaplot that allows events to transpire that explains the changes in magick and psionics. And as new guilds are being added, changed, and balanced there might be some events going on that introduce the changes. But it's nothing to really base a story on for a player.
I suspect a lot of staff plots are affected by two things. Population within a specific sphere and presence of player ran plots. If the sphere begins to grow, staff would pay more attention to it and eventually create some kinds of events that sphere can get involved/react to. If there are big enough plots that are being ran by some player, staff would also be cautious about introducing some new events, as they dont want to stifle what's been player created.
Unfortunately sometimes this weird stand still occurs. Where a player begins a plot, but doesnt move too quickly, or the people necessary for the plot die out. During that plot, staff refrains from making their own moves. While the originator of the plot needs stuff to happen, except that plot is heavily reliant on other people, all of this takes time. Meanwhile, other people died, or left, making people who are necessary move on, or die as well. In short, everyone are waiting for each other and then they die.
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Post by shakes on Aug 30, 2019 17:25:39 GMT -5
That describes most of the plots I initiate. Things either come to a head very quickly and burn out or they linger on and people die.
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mehtastic
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Post by mehtastic on Aug 30, 2019 18:25:19 GMT -5
To be honest. I dont know if there is a metaplot. There is sooort of a metaplot that allows events to transpire that explains the changes in magick and psionics. And as new guilds are being added, changed, and balanced there might be some events going on that introduce the changes. But it's nothing to really base a story on for a player. That's not a metaplot so much as it is a series of events. Arguably one of the first examples of metaplot in a RPG was the Dark Sun boxed set that began with the end of the age of Sorcerer-Kings and the beginning of the rule by the Champions of Rajaat. This opened up competition for precious resources between warring city-states. It serves to tie together world events and allow players to get involved in those events in impactful ways. An example of a metaplot in Armageddon would be the Tuluki occupation and rebellion, and the Copper War. There was a great deal of player input in these major historical events, which led to a desired outcome. There was some minimal railroading, and foul play by a couple of heavy-handed staff members, but many if not most of the outcomes of these events occurred due to player ingenuity at the time. The difference between your example and these examples is that in your example, staff pre-determined the events, the causes of the events, and the results of those events. In a metaplot, staff (or a DM) define current-day events and their causes, and allow players to extrapolate results based on their input into current events. That's an incredibly basic way to describe a complex writing technique, and someone will probably come along to correct or add on to what I'm saying, but that's more or less the gist of it.
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Deleted
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Post by Deleted on Aug 30, 2019 22:41:28 GMT -5
I realize that. And with some deviations, the final conclusion of this change, or that change is probably inevitable. I mean it's been coded and tested, would be odd not to release it. I only mentioned it, because it's widescale enough that could potentially be the body to involve and tie in together various other plots. But in truth, not really. Because it's progression is tied in to feature release.
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tedium
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Post by tedium on Aug 31, 2019 5:21:48 GMT -5
The screwed up thing about this discussion is that Armageddon’s ‘setup’ as enforced by staff is simply not conductive to the positive suggestions that are listed here with the intent of promoting actual good storytelling. Staff seem ‘glued’ to this concept that the virtual world is more important than good storytelling, or plot progression, or players having actual power and world impact. - PC nobles are limited to ‘minor nobles’, just a small cog of a much larger ‘beast’, or Greater Noble House. They are liable to be shutdown at any moment by the NPC ‘Lord Controller’ or any other virtual figure with an ounce of 'authority'.
- PC Templars are ‘blue robes’, one of the lowest tiers of the Highlord’s enforcers. They bow to NPC/virtual Red Robes and the mythological Black Robes that put on fancy light shows for us players... let us be thankful.
- PC soldiers are limited to a single unit, playing Sergeants and Corporal and if you scratch the right area long enough, once every few rl years depending on your player notes, MAYBE a Lieutenant.
- PC tribals are overseen by virtual Elders, chiefs, seers, and ‘veteran warriors’ who only come into play when you incur the staff’s wrath.
- PC Byn are limited to a couple of units, where you cap out at Sergeant, and god forbid if you do something that the NPC Lieutenant doesn’t like.
This is something I've griped about elsewhere. At the very least, I believe that staff should make noble a Karma position in addition to role calls. 1 Karma for a noble of a minor house or a recognized bastard of a major house. 2 Karma for a lesser noble of a major house, who has no real responsibilities and can join the Tor Scorpions or the Academy or start their own businesses or whatever the fuck they want to do, really. But they're subordinate to leadership nobles, and are still expected to make the House look good. 3 Karma for a fully-fledged PC leader noble of a major house, equivalent to role call positions, but without the role-call requirement. Ideally these nobles would be actually treated as House Leaders instead of having virtual house leaders loom over them when staff wants to punish them. This wouldn't replace role-call positions but exist in addition to them.
Ideally, we would do away with Karma limited roles entirely, but I know that will never happen.
As for metaplot, Armageddon does not have one. Even when metaplot is a secret, covering it up is a full-time job, and the cover-up clues people in to something going on and creates enemies. VtM did this really well. Camarilla know about the end of the world but cover it up to suit themselves, while the Sabbat know about the end of the world but expose it to suit themselves. Many Camarilla stories will inevitably lead into finding out that the Camarilla is full of shit and potentially risk turning a group of characters against their faction -- but not necessarily make them pro-Sabbat, who have a wildly different ideology than the Camarilla (EG, Hyperviolent vampire supremacy). If your metaplot is passively a secret without anyone fighting to cover it up, then you just have a series of events, or a plot that nobody knows about.
To bring everything back around to the topic at hand, I think the lack of response to my question makes it clear that the consequences are either so isolated and remote that discussing them outs the players involved, or that there weren't any. For most players in game, this PBRPT was something that cropped up and then ended without any significant change in their lives. People probably will not remember it in an IG year, except that it was where a bunch of PCs died.
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Deleted
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Post by Deleted on Aug 31, 2019 8:54:07 GMT -5
Technically speaking, if you have a good noble concept, or a good argument that some house really needs another noble, you can always make it. It's just one request sent. There was a myriad of instances where a good enough concept was inserted into the game, no need to waste karma.
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