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Post by lyse on Feb 23, 2014 19:53:51 GMT -5
So I'm curious, how do we feel about those terms "dark" and "gritty" when used on Arm? Is the game world dark and gritty? Is it pk'ing that makes the world dark and gritty? Is it character actions that make the world dark and gritty? Why is it some people want Arm to be grittier and some are fine with it as it is? Whose responsibility is it to make the world a gritty place? The staff or the players or a combination of both?
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Post by RogueCumSlinger on Feb 23, 2014 20:03:49 GMT -5
Everything is dark and gritty to me because I'm an fme and arm is so scury
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Post by lulz on Feb 23, 2014 21:31:25 GMT -5
ArmageddonMUD is not "harsh and gritty" or even all that dark. It's overrun with silly magick and retarded immortal plots rife with deus ex machina conveniently placed at the end to ensure everything reaches a resolution.
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Post by jcarter on Feb 23, 2014 22:29:59 GMT -5
So I'm curious, how do we feel about those terms "dark" and "gritty" when used on Arm? Is the game world dark and gritty? Is it pk'ing that makes the world dark and gritty? Is it character actions that make the world dark and gritty? Why is it some people want Arm to be grittier and some are fine with it as it is? Whose responsibility is it to make the world a gritty place? The staff or the players or a combination of both? A long time ago (~2000, 2001 when Iakovitz was a mean ass noble) the game felt dark and gritty. Templars were dudes you did not bother because chances are they would just shake you down for 'sid. When they walked into the Gaj everyone snapped to attention and you knew if they took you away that guy was fucked. Commoners were dirt on the nobility's boots - I remember being a lowly burglar that was attending a Fale party that was open to all. Iakovitz (played by Clegane) decided it would be fun to play 'toss the commoner' and hurled us all out after I had snuck around and nicked some things from unlocked bedrooms. Around 2005-2006 I think I stopped worrying about templars and nobles. Maybe it was getting used to the game, or players just stopped randomly PKing commoners for the hell of it, idk. Mages were way more rare, or at least it seemed that way. I think CAM was a huge turning point in the MUD because it pushed magickers from being a source of scary mystery into the Arm x-men. They gave out magick items like candy, were buddy-buddy with players, and stole the show on HRPTs because one mage could easily wipe out a tough NPC. It's hard to say whether the game got less dark/gritty or I got more experience with the game. I think it's a combination of both.
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Deleted
Deleted Member
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Post by Deleted on Feb 24, 2014 2:28:15 GMT -5
It's only dark and gritty insofar as the documentation says so. Some players then try to follow their interpretation of this, which inevitably does make it more "dark" than a game that doesn't try to be at all, but only just. It's almost entirely a facade, just like the "murder, corruption, betrayal" motto which is more self-glorifying conceit than an actual description of the gameplay. The truth is that Armageddon is no more dark and gritty than, say, Forgotten Realms or any other generic fantasy setting.
The game's grittiness is a bit of a joke because there's an easy way out of almost every conceivable problem. Has anybody ever been in serious danger of starving to death, not because they were morons and got trapped in a sandstorm with no water or something but because their character was just poor? Has anyone had to play without some essential resource, not because they chose to do so in order to stay in character but because they couldn't get their hands on it?
Powerful people will completely ignore you as long as you don't bother them, and crime is effectively non-existent except for the random burglaries that take place simply because player apartments are more or less the only things a burglar can target. The reality of the game is that its grit and harshness is completely optional, something you have to seek out and willingly allow in order for it to exist at all. You might get PKed out in the desert, but it's not because people need what you have or because they're rightfully protecting their lands (well, unless you're nosing around threateningly in one of the select few places where this could actually be the case) but because a number players just enjoy the act of robbing other players of their characters. It's not an IC thing at all, just sport PvP.
I think jcarter is right that something happened around 2005/06 that very abruptly put an end to people's efforts to make the realities of the setting real. My recollection is that the Reborn announcement was what did it. It did irrepairable damage to many aspects of the game, and it just never recovered fully. Almost overnight, everyone's priorities shifted from enjoying Zalanthas for what it was to serving their own selfish needs before the game ended, resulting in most players ditching their characters in order to play mindbenders, mages, muls and other exclusive characters.
For quite a few months, nobody gave a flying fuck about the setting or about upholding what made the game world real, they just milked Armageddon for secrets and for the type of roleplay that should be very uncommon yet became constant, everyday fare for everyone whether they wanted it or not. Even those who stuck with their mundane characters had it forced down their throats as every single aspect of the game came to revolve entirely around this sudden explosion of magic and psionicism.
It was all so naive in hindsight. Everything from the fact that the staff claimed they'd completely recreate the game, codebase and all, in six months, to the way almost every player suddenly thought it was their personal time to shine and become some kind of awesome legend of the game. All it really did was fuck with every part of the game, and though they've probably managed to curb the mage boom somewhat by now, the whole ordeal just changed the way people played and perceived the game.
The playerbase, having suddenly all "reached their goal" by being allowed to play the most exclusive, ambitious things they could point at, couldn't really go back to basics and pick up where they left off. Ever since then, Armageddon has had a huge, gaping void where the collective drive and ambition used to be. People's inspiration and desire to make things happen on their own just collapsed and never quite recovered, which is not at all helped by the staff's tendency to be extremely stubborn and lazy about allowing or assisting player efforts.
The worst part is that this won't really change. The staff - Nyr in particular - won't even acknowledge that something is wrong and needs to change, and Armageddon's sizeable admin-fawning GDB clique will unite to harass out of the community anyone who points out that the emperor is naked. The elephant in the room gets censored because Armageddon's community is fiercely opposed to changes and to anyone mentioning what's wrong, so the game is just stuck where it landed and won't move until the people who refuse to help it up finally realize that mere size of playerbase is not indicative of a great and healthy game. They keep paving it over by advertising and getting strangers to visit, claiming that the numbers prove everything is fine (without seeming to realize that the numbers also largely reflect the fact that no other major RPI is currently open) and using this as a retort anytime somebody voices any concern at all.
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Post by lyse on Feb 24, 2014 9:02:22 GMT -5
It's only dark and gritty insofar as the documentation says so. Some players then try to follow their interpretation of this, which inevitably does make it more "dark" than a game that doesn't try to be at all, but only just. It's almost entirely a facade, just like the "murder, corruption, betrayal" motto which is more self-glorifying conceit than an actual description of the gameplay. The truth is that Armageddon is no more dark and gritty than, say, Forgotten Realms or any other generic fantasy setting. The game's grittiness is a bit of a joke because there's an easy way out of almost every conceivable problem. Has anybody ever been in serious danger of starving to death, not because they were morons and got trapped in a sandstorm with no water or something but because their character was just poor? Has anyone had to play without some essential resource, not because they chose to do so in order to stay in character but because they couldn't get their hands on it? Powerful people will completely ignore you as long as you don't bother them, and crime is effectively non-existent except for the random burglaries that take place simply because player apartments are more or less the only things a burglar can target. The reality of the game is that its grit and harshness is completely optional, something you have to seek out and willingly allow in order for it to exist at all. You might get PKed out in the desert, but it's not because people need what you have or because they're rightfully protecting their lands (well, unless you're nosing around threateningly in one of the select few places where this could actually be the case) but because a number players just enjoy the act of robbing other players of their characters. It's not an IC thing at all, just sport PvP. I think jcarter is right that something happened around 2005/06 that very abruptly put an end to people's efforts to make the realities of the setting real. My recollection is that the Reborn announcement was what did it. It did irrepairable damage to many aspects of the game, and it just never recovered fully. Almost overnight, everyone's priorities shifted from enjoying Zalanthas for what it was to serving their own selfish needs before the game ended, resulting in most players ditching their characters in order to play mindbenders, mages, muls and other exclusive characters. For quite a few months, nobody gave a flying fuck about the setting or about upholding what made the game world real, they just milked Armageddon for secrets and for the type of roleplay that should be very uncommon yet became constant, everyday fare for everyone whether they wanted it or not. Even those who stuck with their mundane characters had it forced down their throats as every single aspect of the game came to revolve entirely around this sudden explosion of magic and psionicism. It was all so naive in hindsight. Everything from the fact that the staff claimed they'd completely recreate the game, codebase and all, in six months, to the way almost every player suddenly thought it was their personal time to shine and become some kind of awesome legend of the game. All it really did was fuck with every part of the game, and though they've probably managed to curb the mage boom somewhat by now, the whole ordeal just changed the way people played and perceived the game. The playerbase, having suddenly all "reached their goal" by being allowed to play the most exclusive, ambitious things they could point at, couldn't really go back to basics and pick up where they left off. Ever since then, Armageddon has had a huge, gaping void where the collective drive and ambition used to be. People's inspiration and desire to make things happen on their own just collapsed and never quite recovered, which is not at all helped by the staff's tendency to be extremely stubborn and lazy about allowing or assisting player efforts. The worst part is that this won't really change. The staff - Nyr in particular - won't even acknowledge that something is wrong and needs to change, and Armageddon's sizeable admin-fawning GDB clique will unite to harass out of the community anyone who points out that the emperor is naked. The elephant in the room gets censored because Armageddon's community is fiercely opposed to changes and to anyone mentioning what's wrong, so the game is just stuck where it landed and won't move until the people who refuse to help it up finally realize that mere size of playerbase is not indicative of a great and healthy game. They keep paving it over by advertising and getting strangers to visit, claiming that the numbers prove everything is fine (without seeming to realize that the numbers also largely reflect the fact that no other major RPI is currently open) and using this as a retort anytime somebody voices any concern at all. Thanks to you and jcarter for replying! I also feel that the game isn't very gritty at all, but for different reasons. I don't think codedly the scarcity of materials or money has anything to do with the level of grittiness. Because at the end of the day everyone does want to play an exceptional character and something like there's no flour in the world isn't going to help rp. People are just going to find another way to eat! The game has enough history to set up plenty of conflict. But at this point making the world gritty again is going to have to come from the staff. It would be a very simple fix, a bunch of mini plots that support conflict. There's a lot of intrigue and spying in war even acts of terrorism. So let's go with the terrorism as an example: let's firebomb everybody's favorite tavern during a peak playing time. The firebomb doesn't necessarily have to kill anyone, just do some damage to some players that are present hp. The players present saw a figure in a red cloak running from the scene. Instantly, x's citystate's law faction has something to do, maybe the city-state's criminal faction had something to do with it, maybe some employee of a noble faction had something to do with it, maybe some clues at the scene point to a member of a gmh. At the end, whatever is gained from this points to the opposing city state. Tensions are rising now, now people have a reason to dislike x city-state! The pb has awakened a little. People are a little more afraid to sit in a tavern, strangers ARE treated with suspicion for a real reason.
It just seems to me it would be a simple thing to fix and give the pb something to do. Just to have some kind of simple arc, that isn't predetermined, but depends on how many goals are met and the goals completely depends on what the pb do. The pb didn't do anything about the tavern bombing? Guess what? More terrorist attacks! This time on the cities water supply! I just feel like, the days of "trickle down" plot lines are gone. The staff is going to have to step in and kind of lead players by the hand into plots and then play off how the players react. Then you'll have your dark and gritty back. I don't want to completely blame the staff, because I've been in situations where I'm pretty sure some staff member was very blatantly emitting and echoing in a very clear "you are in danger!" way. With very few characters even reacting to it, because well...everybody's at twinked up badass. Oh yeah? Well let's drop a more twinked up badass NPC into the mix. Let me shoot some arrows at you. I remember sitting there thinking, something was going to happen, and nothing did. What a let down! So I'm thinking yeah the player base has fallen a little bit, in not reacting to certain situations that clearly warrant a reaction. But that goes back to the staff nudging them in that direction, that you know....you are in danger and you will get fucked up, group of badasses or not. It just seems to me the game has become a glorified mud, where some people choose to RP and some people choose to kill mobs and get better gear. But just a little staff run conflict could change all of that.
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Deleted
Deleted Member
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Post by Deleted on Feb 24, 2014 9:11:29 GMT -5
Okey. I gotta say this. All of your suggestions could be done by players. The firebombing, the water supply sabotage. It is even within the realm of possibility, that they are being done and planned. Problem with the current war, is that people die. So before they do something awesome, they manage to get themselves killed.
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Post by jcarter on Feb 24, 2014 10:11:14 GMT -5
Okey. I gotta say this. All of your suggestions could be done by players. The firebombing, the water supply sabotage. It is even within the realm of possibility, that they are being done and planned. Problem with the current war, is that people die. So before they do something awesome, they manage to get themselves killed. I get what you're saying and in principle I agree with you, but this is a game where it takes 6 weeks to even see your account notes and a month to hear back about a special app. I think players feel cynical about even bothering to start. There's such a resistance to insignificant changes being implemented (eg when the Guild kept trying to get the 'curtain' in the bar replaced with a 'door' which would have just been a restring) that it's like why bother putting in the work? Why are players going to suicide bomb a tavern when nobody is going to get killed, the description probably won't get changed, and it will fade out of memory just as fast? After the Arm reborn thing it felt like there was a huge break in the trust between staff and the playerbase. Everyone knew that Arm 2 wasn't going to happen. Blog updates were nonexistent, who was on staff seemed like it changed weekly, there was no outline of the world beyond a million ideas thrown together, etc. It took 6 years to admit that progress had stopped. I remember up until about a month before the announcement though you still had Morgenes saying shit like "no Arm 2 is coming for real". It really killed a lot of staff credibility, which had in my eyes still been suffering for how much they covered up for Halaster and Naionia's staff avatar shit. It took a long, long time for Sanvean to come out and the best anyone got out of it was a 'this got out of hand' rather than a full-fledge admitting that it was jacked up and not fair to the rest of the playerbase. I don't know why the staff is so hell-bent on covering up mistakes and denying any wrongdoing. They trot out the we're-only-volunteers card when it's convenient but then refuse to act like it and have transparency with the playerbase.
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Post by lyse on Feb 24, 2014 16:34:01 GMT -5
Okey. I gotta say this. All of your suggestions could be done by players. The firebombing, the water supply sabotage. It is even within the realm of possibility, that they are being done and planned. Problem with the current war, is that people die. So before they do something awesome, they manage to get themselves killed. I get what you're saying and in principle I agree with you, but this is a game where it takes 6 weeks to even see your account notes and a month to hear back about a special app. I think players feel cynical about even bothering to start. There's such a resistance to insignificant changes being implemented (eg when the Guild kept trying to get the 'curtain' in the bar replaced with a 'door' which would have just been a restring) that it's like why bother putting in the work? Why are players going to suicide bomb a tavern when nobody is going to get killed, the description probably won't get changed, and it will fade out of memory just as fast? After the Arm reborn thing it felt like there was a huge break in the trust between staff and the playerbase. Everyone knew that Arm 2 wasn't going to happen. Blog updates were nonexistent, who was on staff seemed like it changed weekly, there was no outline of the world beyond a million ideas thrown together, etc. It took 6 years to admit that progress had stopped. I remember up until about a month before the announcement though you still had Morgenes saying shit like "no Arm 2 is coming for real". It really killed a lot of staff credibility, which had in my eyes still been suffering for how much they covered up for Halaster and Naionia's staff avatar shit. It took a long, long time for Sanvean to come out and the best anyone got out of it was a 'this got out of hand' rather than a full-fledge admitting that it was jacked up and not fair to the rest of the playerbase. I don't know why the staff is so hell-bent on covering up mistakes and denying any wrongdoing. They trot out the we're-only-volunteers card when it's convenient but then refuse to act like it and have transparency with the playerbase. Right, my thing isn't that the players can't do this ourselves. It's that it needs a jump-start, prime the pump so to speak. And my example was just that, an example. An example of how a small thing could lead to the players doing their own legwork, starting their own plots based off of events. I didn't mean "Staff should blow shit up!" literally. Why'd I choose a tavern? Because that's the place you're most likely going to have players from different orgs all together in one place. Honestly, I hate war plots because they all end in one giant clusterfuck of a battle or series of battles where players cry about losing their characters, sometimes justifiably so. I'd rather see trade between Allanak and Tuluk opened up and more inter-city alliances and conflict, that to me would be more interesting than a war. But if the state of the mud is currently WAR! A lot can be done with that so that you know...it actually feels like....a war. And saying that "It's being done or possibly being done but you don't know it yet!"...come on. I'm talking about doing something very fast that would immediately spark something...instantly. Not "trickle down", everything doesn't have to be an HRPT, just a random event. But the staff has to follow up on it and provide leads and more hooks. I haven't quite lost faith in the playerbase to say they would never....anything. I'm just saying the way it's going doesn't seem to be working, try something new! As far as Arm 2 goes, well I was kind of curious to see how that panned out. But in my experience on MUSHes (I know....booo!) both staffing and playing, shifting to something else never works and I'm talking games that had pretty robust PB's. So in many ways, Arm is lucky that it kept a strong number of players after those kinds of shenanigans. Thing is, it's kinda a different playerbase and this is about the third time, arm has a different kind of playerbase. So...something...has to change.
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Lizzie
Clueless newb
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Post by Lizzie on Feb 24, 2014 17:17:44 GMT -5
You're wrong, Lyse, what this game needs is more festivals so we can all sit around and watch four or five PCs copy and paste prewritten emotes while we twink the alcohol skill for free.
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Deleted
Deleted Member
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Post by Deleted on Feb 24, 2014 17:23:52 GMT -5
Damn, Lizzie - that's at least journeyman sarcasm.
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Post by BitterFlashback on Feb 24, 2014 23:21:23 GMT -5
Thanks to you and jcarter for replying! I also feel that the game isn't very gritty at all, but for different reasons. I don't think codedly the scarcity of materials or money has anything to do with the level of grittiness. Because at the end of the day everyone does want to play an exceptional character and something like there's no flour in the world isn't going to help rp. People are just going to find another way to eat! A lot of the real scarcity was removed from the game over a decade ago. It used to be there were no easy ways to farm money. you used to ALWAYS have to choose between endangering yourself or joining a group when you first started a new character. The game felt a shitload grittier when I was a noob literally starving to death. while learning the commands. I also had to walk to the Gaj uphill in the snow. Let me show you some pictures of my grandkids...Acting old aside the grit is gone. that's part of why the playerbase has less turnover than it should. The game has enough history to set up plenty of conflict. But at this point making the world gritty again is going to have to come from the staff. It would be a very simple fix, a bunch of mini plots that support conflict. There's a lot of intrigue and spying in war even acts of terrorism. So let's go with the terrorism as an example: let's firebomb everybody's favorite tavern during a peak playing time. The firebomb doesn't necessarily have to kill anyone, just do some damage to some players that are present hp. This is provably wrong but there are limits to how much I can say. I apologize for that. i appreciate where you're coming from but the imms ran this game into the ground with their meddling. The staff have had a long-running habit of believing they alone drive the content of the game. The concept of RPing being a mutual experience is beyond them. Players are the audience and the props. staff are the writers. Staffers who believe players can/should drive anything rarely move up the ladder to an access level to approve player behavior. The end result is this: everything that happens feels contrived. All endings are decided in advance. You know you are not important. Why would you care about the outcome? Heaven help you if you're a good leader PC. One with goals. Those are too bothersome for the staff to handle. So they sandbag you. Even when it doesn't make sense. Because their motive is keeping from having to change their plotline. What about the driven independent? If your character has goals contrary to the imms' you will not achieve them. It comes back to your suggestion. Players have tried to do what you're suggesting. They get slapped down for it. I was there for the slapping sometime before I quit again. the staff will kill the same player behavior you believe players need a kick in the butt to start doing. As they have countless times in the past. The players present saw a figure in a red cloak running from the scene. Instantly, x's citystate's law faction has something to do, maybe the city-state's criminal faction had something to do with it, maybe some employee of a noble faction had something to do with it, maybe some clues at the scene point to a member of a gmh. At the end, whatever is gained from this points to the opposing city state. Tensions are rising now, now people have a reason to dislike x city-state! Nyr did this with several events. Then he boosted security around Tuluk. all it did was made Tuluk more inconvenient. Nobody cared because they didn't matter. The game's not what's happening; it happens to you. And when the game's the weather you stop trying to do something about it. The pb has awakened a little. People are a little more afraid to sit in a tavern, strangers ARE treated with suspicion for a real reason. The playerbase is not asleep. They're beaten. Apathetic. what they need is to be left alone. I just feel like, the days of "trickle down" plot lines are gone. The staff is going to have to step in and kind of lead players by the hand into plots and then play off how the players react. Then you'll have your dark and gritty back. The game would be dark and gritty if PC leaders 1) mattered, 2) had actual authority, and 3) were pitted against one another. The staff made the mistake of only providing clans of terrible importance. as such your leader is either too low to do anything or has to run everything by the imms to act. I've said for years they need to throw out clans too important to risk letting PCs screw up. there is too much world and everything in it is too big. Throw out everything but Nak and Tuluk. Nobody plays in Tuluk but it keeps Nyr out of Nak, so it stays. As for Nak, make a bunch of disposable clans. Let PCs rise in them. Instead of writing fucking ridiculous world-spanning plots, animate some of the big important clan members that we're no longer wasting PCs time on casting. I don't want to completely blame the staff, because I've been in situations where I'm pretty sure some staff member was very blatantly emitting and echoing in a very clear "you are in danger!" way. With very few characters even reacting to it, because well...everybody's at twinked up badass. Oh yeah? Well let's drop a more twinked up badass NPC into the mix. Let me shoot some arrows at you. I remember sitting there thinking, something was going to happen, and nothing did. What a let down! So I'm thinking yeah the player base has fallen a little bit, in not reacting to certain situations that clearly warrant a reaction. But that goes back to the staff nudging them in that direction, that you know....you are in danger and you will get fucked up, group of badasses or not. I do. i completely blame the staff. I do not look down on you for your perspective. It takes time to realize that all the imms do besides standing in your way or animating things is shitting badass NPCs to wow you with how unimportant you'll always be before starting a lightshow. (Edit: or they're too low ranked to do anything without approval)Right, my thing isn't that the players can't do this ourselves. It's that it needs a jump-start, prime the pump so to speak. It needs to come from unhindered player PCs. Clanned or independent. I didn't mean "Staff should blow shit up!" literally. A shame they do. The last thing they literally blew up was the gypsy homeland. because what's a war without a nuke? Sorry. I meant magick nuke. You may want to check out this log thread. As I said over there... I'd say the biggest example of what's wrong with Arm can be summed up with this send: SYSTEM: Hey. Fighting armies. You may want to stop fighting and pay attention instead. Disengage.at some point the imms really should recall a "game" isn't what you call subjecting a captive audience to what you think of as good writing. Keep in minf that was a Highly Recommended Play Time. You show up to take part in a war. The victor was pre-decided. are you participating? Irrelevant! You don't matter, filthy player scum. Now stop being IC and watch our special effect! nobody could be so caught up in fighting for their life to miss our special effect!!!1! I'd rather see trade between Allanak and Tuluk opened up and more inter-city alliances and conflict, that to me would be more interesting than a war. Ditto, though I'd add intracity to that. And saying that "It's being done or possibly being done but you don't know it yet!"...come on. It's being done and killed by the staff. possibly as I'm writing this. Assuming the few remaining self-driven players haven't all left.
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dcdc
Shartist
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Post by dcdc on Feb 25, 2014 15:20:39 GMT -5
I'm so on the fence about this.
On one hand the world should be dark and gritty, it's what makes it appealing.
On the other hand, fresh blood, especially new players who can have an easier time of stay alive, can help player mundane plots (you know those ones that are actually entertaining and don't require staff) a shit ton. They are rare it appears these days, but when I first started playing, they were some of my most favorite plots. Why? Because mundane character took part, mattered even, although those plots remain all but forgotten to the players involved, they in a way keep the whole thing going for me. High magick world changing stuff is comfortable on rails. Fuck, sometimes it needs to be on rails or just gets silly. (my opinion)
New players who become long time players, can help the mud.
And if some of the most EPIC arguments over the years on the GDB to go by. Soft, f-me, completely out place characters have been around forever. Even at the height of its gritty-ness.
I think also, the problem is we associate "dark and gritty" with "pk and constant player death" which those two things aren't mutually exclusive. Constant threat of starvation and thirst doesn't even make it has much as "dark and gritty" as it should be. Just becomes annoying code the keeps you from doing the things you wanna do, minor annoyance at times really. Damn it my thirst is getting low, I whelp guess I can't hunt down that evil magicker now and attempt to eat his heart, better power walk to town/safe room/ water hole and make sure my 30 day ranger doesn't die over some stupid shit.
Templar's need to be scarier for sure. As well as leadership PC's. But I remember a few times just getting wrecked with a new character cause "Lulz dark and gritty!" and it didn't feel that way, it felt... I dunno grief worthy.
Back stabbing my weapon crafter with no real reason, just to twink rob me isn't "dark and gritty". Extorting weapons/money/and then killing me when I'm useless seems a bit more in line. Or extortion or hitting me up for protection money every day till the point I'm always half starved. Something to that effect. But usually... It's a emote less twink back stab. I feel like I'm playing Call of Duty MUD some days but "Lawlz dark and gritty".
Or there is the fake nice, which isn't fake nice, because even though they aren't being nice for real, they also aren't going to harm you either. It kind of weird, like the player base doesn't know how to inhabit the gray area at all.
But then again, I will fully admit I've never been much in those large events. I've never had much interactions with leaders in clans, mainly because their so damn ham strung and boring. No fault of the player... and in cases the staff. Keeping that particular role alive some days has to be a chore in and of it self, for a plot line that has been months in the making. I don't fault the staff for that, or even players, sometimes I think it just nature of that beast. No one wants their efforts to do something awesome/cool go down the drain cause Byn Sarge number 1 decided that he was bored and wanted to score some drugs in the rinth while wearing a pair of 209 sid boots, he forgot he had on.
But I dunno, "dark and gritty" are hard to do right, while maintain an environment that's productive and constructive to characters. It really comes down to the most awful hard to enforce thing ever. Realistic and good role play. It's really in everyone's hands to play their roles. To allow characters to struggle. To not be so absorbed on what your character can do codely, and more absorbed on what your character would do, can do, our should do as a *gasp* person. I think we all are guilty of wrapping ourselves up like some hermit, letting guilds define characters a little too much, and not focusing on the role.
To kind of make the clear, or at lest ground it in the game. Why are there commoners with 6000 sid in the bank? (sometimes more) Why aren't they fucking going nuts trying to drink that shit away? Hiring whores? Buying stupid shit they don't need to impress assholes they don't like? Why are characters more like video game characters? And a lot less like Real Character? Or real people?
Players in part are to blame, that inescapable meta game we all play because from fucking the start every game we every played pretty much conditioned us to play hoarders, defined by computer code, in a world designed to encourage that exact behavior?
No easy or popular answer I think, its ultimately up to the player base to set the tone, and if any game ever as an example... that will be doomed to fail.
Also would like to note, over time, the game loses it's edge the more experience you have. OOC knowledge is both a curse and a gift, and something hard to balance, but only players as individuals can do that, any other effort will either be too harsh, or ineffectual.
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Deleted
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Post by Deleted on Feb 25, 2014 16:20:42 GMT -5
I feel the need to point out, here, that staff is needed for any plot that changes anything codedly. A new pair of boots that doesn't exist in the codebase already? Staff needed. Want to change the color of the room you're in by painting it? Unless you let the description stay the same and show it through drop descriptions... staff is needed. Want to (or need to) talk to an NPC? Staff. I'm not advocating, by any means, for more magickal plots, or more 'world changing' plots, but I am trying to point out that most actual plots (as opposed to -quests-, like gather 5 scrab heads)... will require staff intervention at some point.
As to the rough and gritty angle, I couldn't agree more. And even with my richest pc (Which was Emere the whiran, by the by), I never had more than about 2k sid in the bank, because it was all going on dresses, jewelry, spice, clothes, mates, or when there was excess beyond that, being funneled by the thousands into backing projects of Lord Oash.
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Post by lyse on Feb 25, 2014 16:40:47 GMT -5
I'm so on the fence about this. On one hand the world should be dark and gritty, it's what makes it appealing. On the other hand, fresh blood, especially new players who can have an easier time of stay alive, can help player mundane plots (you know those ones that are actually entertaining and don't require staff) a shit ton. They are rare it appears these days, but when I first started playing, they were some of my most favorite plots. Why? Because mundane character took part, mattered even, although those plots remain all but forgotten to the players involved, they in a way keep the whole thing going for me. High magick world changing stuff is comfortable on rails. Fuck, sometimes it needs to be on rails or just gets silly. (my opinion) New players who become long time players, can help the mud. And if some of the most EPIC arguments over the years on the GDB to go by. Soft, f-me, completely out place characters have been around forever. Even at the height of its gritty-ness. I think also, the problem is we associate "dark and gritty" with "pk and constant player death" which those two things aren't mutually exclusive. Constant threat of starvation and thirst doesn't even make it has much as "dark and gritty" as it should be. Just becomes annoying code the keeps you from doing the things you wanna do, minor annoyance at times really. Damn it my thirst is getting low, I whelp guess I can't hunt down that evil magicker now and attempt to eat his heart, better power walk to town/safe room/ water hole and make sure my 30 day ranger doesn't die over some stupid shit. Templar's need to be scarier for sure. As well as leadership PC's. But I remember a few times just getting wrecked with a new character cause "Lulz dark and gritty!" and it didn't feel that way, it felt... I dunno grief worthy. Back stabbing my weapon crafter with no real reason, just to twink rob me isn't "dark and gritty". Extorting weapons/money/and then killing me when I'm useless seems a bit more in line. Or extortion or hitting me up for protection money every day till the point I'm always half starved. Something to that effect. But usually... It's a emote less twink back stab. I feel like I'm playing Call of Duty MUD some days but "Lawlz dark and gritty". Or there is the fake nice, which isn't fake nice, because even though they aren't being nice for real, they also aren't going to harm you either. It kind of weird, like the player base doesn't know how to inhabit the gray area at all. But then again, I will fully admit I've never been much in those large events. I've never had much interactions with leaders in clans, mainly because their so damn ham strung and boring. No fault of the player... and in cases the staff. Keeping that particular role alive some days has to be a chore in and of it self, for a plot line that has been months in the making. I don't fault the staff for that, or even players, sometimes I think it just nature of that beast. No one wants their efforts to do something awesome/cool go down the drain cause Byn Sarge number 1 decided that he was bored and wanted to score some drugs in the rinth while wearing a pair of 209 sid boots, he forgot he had on. But I dunno, "dark and gritty" are hard to do right, while maintain an environment that's productive and constructive to characters. It really comes down to the most awful hard to enforce thing ever. Realistic and good role play. It's really in everyone's hands to play their roles. To allow characters to struggle. To not be so absorbed on what your character can do codely, and more absorbed on what your character would do, can do, our should do as a *gasp* person. I think we all are guilty of wrapping ourselves up like some hermit, letting guilds define characters a little too much, and not focusing on the role. To kind of make the clear, or at lest ground it in the game. Why are there commoners with 6000 sid in the bank? (sometimes more) Why aren't they fucking going nuts trying to drink that shit away? Hiring whores? Buying stupid shit they don't need to impress assholes they don't like? Why are characters more like video game characters? And a lot less like Real Character? Or real people? Players in part are to blame, that inescapable meta game we all play because from fucking the start every game we every played pretty much conditioned us to play hoarders, defined by computer code, in a world designed to encourage that exact behavior? No easy or popular answer I think, its ultimately up to the player base to set the tone, and if any game ever as an example... that will be doomed to fail. Also would like to note, over time, the game loses it's edge the more experience you have. OOC knowledge is both a curse and a gift, and something hard to balance, but only players as individuals can do that, any other effort will either be too harsh, or ineffectual. I agree, oh man, do I ever! That is all.
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