Deleted
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Post by Deleted on Sept 21, 2014 0:19:14 GMT -5
If not, what barriers are you encountering?
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delerak
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PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Sept 21, 2014 0:31:18 GMT -5
No one is "running" plots. Tell the story of your character and hope that plot happens.
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Post by topkekm8s on Sept 21, 2014 0:49:32 GMT -5
I walk plots
Though sometimes i jog them
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Deleted
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Post by Deleted on Sept 21, 2014 1:52:30 GMT -5
No one is "running" plots. Tell the story of your character and hope that plot happens. Cute. I have the sneaking feeling that players tend to preface most pcs with a grinding period. It solves the problems of thieves who can't steal anything, merchants who can't make money, or warriors who can't kill anything. I suppose I'm asking if people get trapped in prepwork like this. If the desired story is "play a byn sergeant", do you find you ever get there?
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jkarr
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Post by jkarr on Sept 21, 2014 3:22:57 GMT -5
um ur only trapped if u die before u get to play wat u want
so if ur asking if any of us die before being in a coded position to play our roles, sure we all do. but u learn and then get more successful at living thru the grind and then u get to play out the char concept u wanted play from the start so the answer to ur question is yes
this is assuming ur noob skill advancement doesnt get segued by an interrupting rap-
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Post by BitterFlashback on Sept 21, 2014 3:52:30 GMT -5
I have the sneaking feeling that players tend to preface most pcs with a grinding period. It solves the problems of thieves who can't steal anything, merchants who can't make money, or warriors who can't kill anything. I suppose I'm asking if people get trapped in prepwork like this. You have been awarded the insightful comment of the day award. Collect yor 50 Shadow Board Cheater Bucks from the cashier. To answer your original post, i and my friends made our own plots. the staff mainly got in our way. Story of anyone driven, really. i also did my own plots while solo which was usually less prone to staff dickery. And i tried to keep busy in the prepgrind phase with things that werent skill grinding in either case.
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jkarr
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Post by jkarr on Sept 21, 2014 4:04:44 GMT -5
yeah they basically left u alone until uve either lived too long under the radar or gotten ur skills high enough even if u hadnt used them to thin the pc herd
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Post by lyse on Sept 21, 2014 7:15:54 GMT -5
No one is "running" plots. Tell the story of your character and hope that plot happens. Cute. I have the sneaking feeling that players tend to preface most pcs with a grinding period. It solves the problems of thieves who can't steal anything, merchants who can't make money, or warriors who can't kill anything. I suppose I'm asking if people get trapped in prepwork like this. If the desired story is "play a byn sergeant", do you find you ever get there? Well yeah, in that sense, it's kind of hard to get caught in prep work because once you get to "good" level it's hard to hide that aspect of yourself. Once you know how the game works, it's kind of hard to get stuck in that. I think that's why you have players that say the game is too easy, make it harder. So in a sense, especially since staff is more like "tell your own story. We'll help you.....maybe." There's a lot of needless death and storing. i think a couple of problems with this kind of winning is a) what happens when you DO make Byn sergeant? B) what happens when you CANNOT make Byn sergeant? Now I'm using the Byn as an example, just like you did. But the point there is, I've seen people store after they've made it or they're kind of stuck because there's a long lived character in the position. The next problem are those players that want to play their character as "struggling through the harsh life of a zalanthian" or "the fuckup". The way skills are coded, you're eventually going to get good at the skills you're purposefully being bad at. So again, they kind of end up storing the character after a while, because how long can you fail at grebbing? i think people end up getting killed a lot during prepwork, because they get impatient with the grind (a common player problem). Because really, why is my 30 year old warrior woman bad at every warrior skill on the sheet, when she's been a warrior all her life? Suppose I don't want to be a fuck up to start out with? Suppose I can't log in when my Byn sergeant is on, to go on little "kill five jozhal" missions on field training day? i guess what I'm saying here is winning like that is limited to the code or who's in an org. If your goal is a coded one, you'll get there but that could get boring. If it's not coded, how do you do it without staff's help?
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Post by jcarter on Sept 21, 2014 8:24:36 GMT -5
Unless you do nothing all day except follow the Byn schedule, everything you do involving other players is a plot. Going out foraging with a group, hunting, etc. Sometimes they're boring, like you get 6 rocks and go home. Other times you get ambushed by raptors or whatever and someone dies which always spices things up. Whatever. Unless you're sitting around doing nothing, you're making plots happen.
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Deleted
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Post by Deleted on Sept 21, 2014 9:21:25 GMT -5
The notion of players spontaneously generating plots out of nothing is completely overrated, but it has nevertheless managed to somehow become an expectation that today's RPI admins push onto players. These days, if you don't spew a fountain of plots, you're not allowed to be unhappy with anything on an RPI. Same thing happened over on SoI, the human town had essentially no admin presence whatsoever for the first two months, but when people complained that there was nothing going on they were just told "well, run some plots." Meanwhile, the game was completely bereft of any plot material.
You can't fucking "run plots" if there's nothing to work with. If the game hasn't got anything on which to base something beyond everyday roleplay, it's not going to happen. The kinds of plots (using the term very loosely to mean basically anything out of the ordinary) that you can create with no hook are always shallow and contrived. I remember back on Arm a few years ago I mailed staff to comment that the criminal side of the game was utterly dead and without even the slightest bit of material to work with, and an admin suggested that I rob a fucking tavern. I'm not going to discard my character in order to generate some so-called plot that's dead on arrival and can't possibly lead to anything worthwhile.
A game needs to be set up in a way that fosters the kind of roleplay that, over time, naturally leads to plots. You need things for criminals to do that make sense, are realistically doable, and that others will care about. This in turn will create purpose for the law enforcement clan in the area, which will lend relevancy to the templars, nobles and merchants, and so on. That's just one example; it could be a somewhat functional economy creating actual competition between merchants, which gives them reasons to hire crooks or bribe templars. It could be a well-designed wilderness that gives tribes and hunters a reason to care about the existence of other tribes or hunters.
It all trickles down (or up) in this way, but it needs to start with something designed into the game which the players can shape into activities and events that are meaningful. SoI hasn't got this, Arm hasn't had it for years, and it seems to simply be a forgotten thing in today's RPIs. If the game is just created as a bland, featureless expanse of rooms and towns with none of the design that breeds friction and interdependency, plots will always be these artificial "I have to come up with something to do in order to get noticed" stories that are full of shit and clichés.
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Deleted
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Post by Deleted on Sept 21, 2014 9:21:57 GMT -5
I ran a few plots and been in plots that didn't need staff. I don't mean just going out foraging I mean things like arranging assassinations and spy networks and things like that. I didn't have to grind to get buff at anything for those plots, most of them didn't use any coded skills except contact.
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jkarr
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Post by jkarr on Sept 21, 2014 13:17:16 GMT -5
dude its no different now than it was over a decade ago as far as making ur own plots go. u start with other players and then see what unfolds. jcarter hit it on the money and it sounds like u expect others to do shit for u and u have the nerve to say the game isnt welldesigned fuck ppl got on just well when it was even shittier. i may be a hater on a lot of imm leadership but the game design and world being a barren backdrop for plots is straight up some of the stupidest shit ive heard here. maybe ull have to clarify that but ur way off on that afaic
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Deleted
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Post by Deleted on Sept 21, 2014 14:13:07 GMT -5
Lol the same old bullshit accusation. If you ever have anything negative to say about the metaphysical concept of 'plot' then you get slammed with "you just expect everyone to do it for you," no matter what it is you actually said. Fuck off.
The difference between now and a decade ago was that there was shit going on a decade ago, and a dynamic that made for the things that generate plot. Now that's gone as it has been systematically culled from Arm in the last four or five years, and SoI3.0 never had it to begin with.
Try to at least present a coherent argument if you have to pick at someone's post. Your post is end to end stupidity and fallacies.
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Post by gloryhound on Sept 21, 2014 14:31:05 GMT -5
You can't fucking "run plots" if there's nothing to work with. If the game hasn't got anything on which to base something beyond everyday roleplay, it's not going to happen. The kinds of plots (using the term very loosely to mean basically anything out of the ordinary) that you can create with no hook are always shallow and contrived. (...) A game needs to be set up in a way that fosters the kind of roleplay that, over time, naturally leads to plots. If money were given back some meaning (i.e. if you could actually do anything with it beyond a certain point, like buying property, wagons or carts, status, rented NPC help like door guards, gladiator slaves to pit against each other, quarry teams for excavating stone for major city projects, and many such other ideas), and at the same time it was made less easy to get from grinding, then there would be plots galore for obtaining it. The introduction of subguilds with crafting skills turned out to be a great way to demotivate people from seeking money from others.
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Post by lyse on Sept 21, 2014 14:32:48 GMT -5
dude its no different now than it was over a decade ago as far as making ur own plots go. u start with other players and then see what unfolds. jcarter hit it on the money and it sounds like u expect others to do shit for u and u have the nerve to say the game isnt welldesigned fuck ppl got on just well when it was even shittier. i may be a hater on a lot of imm leadership but the game design and world being a barren backdrop for plots is straight up some of the stupidest shit ive heard here. maybe ull have to clarify that but ur way off on that afaic I get what he's saying. He's saying you aren't going to have very deep plots the way it is now, so in that sense yes the world is a barren backdrop. What you're talking about is something like The Great Roc hunt or the quest to find Steinal. Which started from tavern banter and grew into something tangible. the question is, if something like that even possible now?
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