Deleted
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Post by Deleted on Nov 14, 2015 22:37:45 GMT -5
Does it involve a specific number of players or groups? Low or high magic? Nifty possible rewards? Are new added areas or items necessary or even highly desired? Can you give examples of what it isnt?
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Post by lyse on Nov 14, 2015 23:10:06 GMT -5
The simple answer is a variety and all of the above. People that want to involve themselves will find a way to be involved.
I had hoped when the staff did a call for people to join clans (other than the Byn) they were going to start running clan centered plots. They didn't. You could have storylines just for them that their particular staff works on. High magick or low magick really doesn't matter as long as it's not Deus Ex. Magick, nobody likes that and there have been many complaints about it.
Cool rewards are good, but not really a must have, just some kind of resolve for the story. I don't think you need a special set of "I was in the copper war armor" set, but it would be cool if it was, some people like that.
I think changing the map and "Known" areas would be cool and would shake up the status quo. Imagine if you went into 'gick cave #32 and the layout was different? People would shit themselves.
I'm not really going to give any examples of what I think a good story is, because for some people it's just going out into the desert and killing shit, for some it's political type intrigue stuff, you could go on and on just about the different types of plots people like (could be a poll) and that's why it should be a variety of plots running. I definitely don't like doing a bunch of stuff and something unrelated to what I've been doing ends the plot. That's bad, bad. Ideally plots should have multiple possible outcomes and possibly lead to other plots based on what happens, it adds a continuity to the game and world.
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tedium
Clueless newb
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Post by tedium on Nov 14, 2015 23:21:22 GMT -5
It should be fun.
That sounds like a dumb non-answer, but it's true. Different people have different goals and enjoy different things, but generally, people enjoy stories that follow a few guidelines.
A) Allow them to participate.
Think of RP as a conversation. No one likes people who speak over others just for the sake of being heard. You need to let your players have a voice in the conversation or else they're going to get bored and ignore you. Player participation is also the best way to find out what sorts of RP your players enjoy. They'll probably trend toward the sphere they're most comfortable with.
B) Create focal points.
Try to think about the groups that would be effected by your story, or which group will react to your story in the way you want it to go, and center your attentions on them -- at least in the beginning. You want to establish importance in whatever it is you do and throwing it at everyone all at once will cause groups to separate and do their own thing. By creating focal points you keep players from running off in a million different directions.
C) Spread outward.
Once you've established a proper dilemma/conflict with a certain group you can up the ante so that others are drawn in. The purpose of this is to create potential conflict or cooperation (read: roleplay) between different groups. Intra-group RP is already abundant so for your story to be interesting and not just another mindless task, you have to introduce them to people/stakes they're not used to. Players might already be involving themselves or involving others without your guidance. If so, take note and reward them for being proactive!
D) Build tension.
Don't rush, don't blow your wad all at once, and don't hit players with stuff out of nowhere. Players should feel that there is an escalation to their problem with stakes rising as long as it goes unanswered. Do this and they'll try to end the story early: Don't let them. This doesn't mean spawn a bajillion spiders to keep them from killing a nest before you're ready. Let it die, then hit them with a twist that reveals it was just the tip of the iceberg. (Note: The rest of the iceberg should not be more of the same. If they defeat the spider nest, the twist should not be that there are six more spider nests)
E) Consequences, Consequences, Consequences.
Your story should have consequences for whomever it involves. Otherwise people won't care. Sometimes these should be negative, but if players are getting involved in your plot then they should get something positive out of the experience. This doesn't mean you give everyone metal swords and sorcery for participating. Prestige-based rewards are the best, and bending the rules of Arm is a great way to show prestige. Let the breed, dwarf, or rinther in the Arm if they want it. Let the human soldier become a Red Scorpion recruit. Your imagination is the only limit here.
F) RP hooks.
Make sure that the conclusion of your story is NOT the conclusion of the RP. If it has proper consequences then there will be an outward rippling of cause and effect. In essence, your consequences should become RP hooks that spur more RP once you're done. Good consequences create new chains of events and plots without you having to get too involved.
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Deleted
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Post by Deleted on Nov 15, 2015 6:50:27 GMT -5
The D) has an example of the past to draw upon: the last mantis invasion of Luir's. It started out with people noticing there were more mantis closer to the road than usual. Scouts were sent in - some made it back, some didn't. Some knew of the existence of a particular sorcerer - but didn't know that the sorc and the mantis had a connection with each other.
Eventually different links were noticed, different segments of the game world learned about each other's interest in the plotline. Some got together, others kept their distance, and yet others became adversaries as a result.
There was definitely lots of magick, but most of the fighting wasn't against a mage; it was against mantises who had no magick skills at all. But they were led by a sorcerer. So it was all mixed up and so were the forces fighting against them. Lots of mundane vs. mundane, lots of magick vs. magick, and plenty of cross-action.
In the end, it wasn't "over." The mantises invaded and sacked Luir's, Kurac moved to Ten Serak and stayed for a long time while the plot to retake Luir's was developed and implemented by the players and staff. Finally - after a long long time - the sorcerer was killed, the mantises were driven back/destroyed, the outpost was renovated, and Kurac returned to the outpost with a new bailey and totally reconfigured outpost.
This didn't take a few days, or a few weeks. It was months from point A to point B, and it was kept interesting throughout even for people who had no direct involvement in the plot.
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Nov 15, 2015 16:10:56 GMT -5
Good storytelling is good storytelling. I'd rather see RPIs focus more on dungeon crawls then storytelling though. Anybody can throw together a mini quest, have the guy find the special weapon, save the damsel in distress, etc. But I'd want to see automated instances like in WoW where players find some ancient ruins, a blasted temple, or an abandoned village. They go in, look for treasure, encounter brigangs, a pack of kiyet lions, or whatever.
There's a reason dungeons worked so well in WoW they were terribly satisfying to complete. I think if the Byn had the ability to go run and do dungeon crawls every weekend they would. Opposed to them riding around outside nak and call it "desert training"
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Post by sirra on Nov 15, 2015 16:57:16 GMT -5
Actually, the answer is even simpler than all the above.
Player agency.
If players feel like what they decide or do is the primary engine of a story...Then the rest doesn't matter as much. Whether it's lots of magic or high or low concept...That's just spitballing.
Another way of seeing it is that the storyteller really shouldn't be telling you the story. They should be there to facilitate the player discovering the story for themselves.
By contrast, Armageddon's staff, (such as Rath's revealing comments and more importantly, most past storytelling by Armageddon's staff) primarily treats the players as audience. That's why all of the story happens at a level of NPC elitism (black robes and mysterious sorcerers and shit) that is well above the player's ability to meaningfully participate in any capacity but as a pawn. That's not because Arm's staff are bad people. It's because they're mediocre storytellers.
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Post by RogueRougeRanger on Nov 15, 2015 17:07:09 GMT -5
Player agency. If players feel like what they decide or do is the primary engine of a story...Then the rest doesn't matter as much. Whether it's lots of magic or high or low concept...That's just spitballing. QED. Also: spiders (or kryl).
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Deleted
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Post by Deleted on Nov 15, 2015 22:07:47 GMT -5
Actually, the answer is even simpler than all the above. Player agency. If players feel like what they decide or do is the primary engine of a story...Then the rest doesn't matter as much. Whether it's lots of magic or high or low concept...That's just spitballing. Another way of seeing it is that the storyteller really shouldn't be telling you the story. They should be there to facilitate the player discovering the story for themselves. By contrast, Armageddon's staff, (such as Rath's revealing comments and more importantly, most past storytelling by Armageddon's staff) primarily treats the players as audience. That's why all of the story happens at a level of NPC elitism (black robes and mysterious sorcerers and shit) that is well above the player's ability to meaningfully participate in any capacity but as a pawn. That's not because Arm's staff are bad people. It's because they're mediocre storytellers. Interesting points, but I'd like to advance a second reason high power is used. I dont think Arm is really a low power game. DarkSun certainly wasn't. There are elements of the story that are very Zalanthan, and low power, but long term players have gone out and done those. Repeatedly. A great storyteller can weave a series of human moments, but the audience doesnt value re-runs. I wonder sometimes how much ground we've left for all but the best storytellers to cover. In example, I've worked on ideas for new pc lead noble houses since that announcement was made. I've only come up with four. I'm sure at least one of the four is flawed in a way I havent figured out yet. I basically agree with you, but I think that maybe one in four imms in any game really want to entertain, rather than be social, and that the longevity of the game requires a high bar to be surpassed. Add in a bureacracy and imms in different time zones than players, and you get what we have.
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Post by sirra on Nov 16, 2015 3:15:21 GMT -5
Actually, the answer is even simpler than all the above. Player agency. If players feel like what they decide or do is the primary engine of a story...Then the rest doesn't matter as much. Whether it's lots of magic or high or low concept...That's just spitballing. Another way of seeing it is that the storyteller really shouldn't be telling you the story. They should be there to facilitate the player discovering the story for themselves. By contrast, Armageddon's staff, (such as Rath's revealing comments and more importantly, most past storytelling by Armageddon's staff) primarily treats the players as audience. That's why all of the story happens at a level of NPC elitism (black robes and mysterious sorcerers and shit) that is well above the player's ability to meaningfully participate in any capacity but as a pawn. That's not because Arm's staff are bad people. It's because they're mediocre storytellers. Interesting points, but I'd like to advance a second reason high power is used. I dont think Arm is really a low power game. DarkSun certainly wasn't. There are elements of the story that are very Zalanthan, and low power, but long term players have gone out and done those. Repeatedly. A great storyteller can weave a series of human moments, but the audience doesnt value re-runs. I wonder sometimes how much ground we've left for all but the best storytellers to cover. In example, I've worked on ideas for new pc lead noble houses since that announcement was made. I've only come up with four. I'm sure at least one of the four is flawed in a way I havent figured out yet. I basically agree with you, but I think that maybe one in four imms in any game really want to entertain, rather than be social, and that the longevity of the game requires a high bar to be surpassed. Add in a bureacracy and imms in different time zones than players, and you get what we have. I understand where you're coming from, but it's mostly because you're inured to suffering under the status quo, and consequently have much lowered expectations. 1) Armageddon isn't 'really a low power game' because the staff haven't told 'low power' stories. If a story is out of alignment with the vast majority of players, then something is wrong. If the game is out of synch with the playerbase, then staff needs to adjust it. If you were playing a tabletop game, and the DM spent all of his time telling elaborate, complicated plots and acting out conversations only between NPC movers and shakers, and you were only tenuously involved (and felt like somewhat of a nuisance) you would not want to stay. It would baffle you why the DM was so intent on having you stay, even though he had nothing for you to do. It's because you were his audience. 2) There's no such thing as running out of stories. This isn't a sitcom or a tv show. This isn't a movie trilogy. Players don't want to be told about cinematic, dramatic stories. They want to act out their own cinematic, dramatic stories. That means you have an endless source of potential stories. It doesn't matter if something has been done once, twice or a hundred times. If a player is trying to do it for the first time, it is still meaningful to them. 3) Armageddon staff like to tell stories about high powered, elite NPCs such as black robes and such - because it's EASY. They can decide how something will go more or less by fiat, and have no need to try and bring the world to life. If no one can challenge their black robe, then they can pretty much log on, ejaculate a bbpost, load some 'rioting mobs', and go to sleep. RE: Lack of IdeasJust once, I'd like to see Armageddon staff lower themselves to facilitating some kind of mundane conflict instead of brainstorming the next yawn-inducing world changing event. A spat over a watering hole, or raiding a caravan route. Attempting to secure supply routes, or having outlying villages suffer predation. If you're going to bring in the heavy hitters, then have them set the stage for the conflict and let players interpret what is to be done about it. It's perfectly justified to spark a trade war between the Houses over some spurious NPC reason. Perhaps the two NPC leaders of the Houses had some personal falling out. Now it's /your/ job to do something about it. How might that conflict take shape? What might the consequences be? Who will the Templars side with? Who will hire the Byn first? Does it actually come to blows, or just economic warfare? The NPC leaders set the stage and the conflict in motion. But then they're mostly hands off and off-screen while player leadership takes the initiative. What are they doing? Who knows. It's probably important. But it's not the focus of the story. The focus is on the real human beings involved as player characters. Armageddon staff has made this difficult by aggressively doing all they could to restrict players to an eternal position of collared middle management. If the highest rank in your clan is a sergeant, then you are damning yourself to a tedious level of micromanagement. In all fairness, the playerbase could very easily play roles up to Captain or even Colonel, and do it just fine - if not better than the staff. I'll tell you what - the game's population would be a fuck of a lot more healthy if more PCs were in charge of clans with real authority. Armageddon's way of doing things is to have the NPCs completely take charge, leaving nothing for the PCs. You won't find out about what happens, until someone shits out a bbpost. And the result will be whatever they decided ahead of time. There is no excuse for bad storytelling. And of all the potential excuses, the 'lack of ideas' excuse is the most lame one. It's true though that the Armageddon producers of Nyr, Nessalin and Adhira were basically living human cesspools of apathy and indifference. And I'm sure that trickled down. Maybe Rath will set a different example. Although, if his tablelands plot ends up having a bunch've fuck-off powerful NPCs and over-the-top magic and carefully fences all player agency into a tiny little parcel of near-irrelevance...Then I guess we'll have our answer. Storytelling is not as hard as people make it out to be. You're not writing for the Sopranos. You simply need to set the stage for an somewhat entertaining conflict of interests and STEP THE FUCK BACK. I would rather have a storyteller view themselves as a glorified referee, than as a budding George R.R Martin. Because the referee? He's gonna be FUN. The budding novelist? He's going to be fucking boring to everyone but himself.
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jkarr
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Post by jkarr on Nov 16, 2015 3:26:55 GMT -5
I would rather have a storyteller view themselves as a glorified referee, than as a budding George R.R Martin. Because the referee? He's gonna be FUN. The budding novelist? He's going to be fucking boring to everyone but himself. u nailed it right here
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mood
Displaced Tuluki
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Post by mood on Nov 16, 2015 9:17:07 GMT -5
deez nutz lmfbo
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punished ppurg
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Why are we still here? Just to suffer?
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Post by punished ppurg on Nov 16, 2015 10:33:59 GMT -5
A good storyline must be built to stand on its own feet. With that in mind, it must also be built to fail. There shouldn't be any admin fiat cranking down on you if you choose the wrong direction, or you don't step in the proper direction that's already been planned to occur.
When the Tuluki Legions attacked Ten Serak or however it's spelled, we in the AoD knew it was happening. The Templar rounded up a bunch of half-giant soldiers and I got all the active PCs online at the time ready to dispatch on the emergency, and that's when a Red Robe contacted the Templar and told him not to go.
Why did that Red Robe tell the AoD not to ride out and defend this outpost under siege? Because the staff members running the Northern event didn't want the hassle; and, more importantly, they didn't want their already-decided plot to have any interference. You see, Ten Serak's attack paved the way for... oh, it paved the way for nothing. Tuluk closed.
The staff members decided the AoD's forward camp needed to be destroyed because that way, it would be easier to justify not supporting further AoD raids on Tuluk after it closed. There was no possibility we, as the enemy party, could have rode our wagon up there and stopped it - I believe we would have all been roflstomped by infinite loading Tuluki NPCs. Not that it ever got that far, though, since the admins forced us out of it by SUPERIOR ORDERS.
With all that said! Overarching storylines need to incorporate both sides of the conflict. How would the players in Salarr feel if Kurac was running this huge plot to destroy a Salarri outpost, and Ironboots Salarr was animated as the family head to tell the PCs not to get involved? They'd feel like shit, because someone somewhere decided to remove a (small) resource to their clan and there's nothing they could do about it. This is how I felt when this happened.
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Deleted
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Post by Deleted on Nov 16, 2015 10:40:44 GMT -5
You may be right, and it sort of makes sense that it had something to do with the upcoming closure of Tuluk, but I personally suspect that in this case, the Red Robe told the templar not to go because it was in this particular Red Robe's agenda to want Ten Serak to be taken. However, since this kind of "you've been ordered by your superior not to do that" business smacks so heavily of the kinds of heavy-handed, hypercontrolling staff beatdowns one usually sees, it might as well have been a shutdown from on high because it was going to be treated like one.
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Deleted
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Post by Deleted on Nov 16, 2015 10:50:32 GMT -5
This is something that I see a lot on the GDB:
Player: I tried to do X, but staff animated a superior/told me in my request that a superior said absolutely not. Staff: You can still attempt to do X even if a superior tells you not to. It just means there are potential consequences.
Staff seems to tend to forget that they have used superiors as vessels for absolute crackdowns, and absolute crackdowns from staff are intimidating things, which can cause all sorts of problems if they are ignored. So it's going to be in a player's interest to watch out for said crackdowns. Having a NPC superior give you a big fat NO is a traditional warning sign.
Staff need to stop blaming the players for not interpreting an NPC superior beatdown as an OOC beatdown, because that is something many players are intimately familiar with. Instead, they should make it absolutely clear which sort of beatdown they are receiving.
Also, shattering (or all but shattering) the glass ceiling would help with this because it is much easier to defy the "no" of a fellow player than to defy the "no" of staff dressed up like an NPC.
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punished ppurg
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Post by punished ppurg on Nov 16, 2015 10:51:07 GMT -5
I thought it was the Obsidian Storm Red Robe that wanted TS to be taken? I don't know. Cavaticus wound this silly plot that has now faded into obscurity after the black robe laser lite show. All the NPCs that had anything to do with facilitating it in the South are dead, and so is the admin+storyteller. It's better this way, maybe.
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