Jeshin
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Post by Jeshin on Feb 14, 2016 1:41:22 GMT -5
Question: Does Armageddon incentivize or reward roleplay?
Elaboration: MUSHes and many RPEs have some form of reward for roleplay whether it be Roleplay XP, normal XP, character points, skill gains, etc etc.
Question: Does Armageddons lack of tangible reward for roleplay increase the amount of meta-decisions made?
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Deleted
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Post by Deleted on Feb 14, 2016 1:51:51 GMT -5
Theoretically Karma incentivizes roleplay. Just not acting out scenes, but also being part of a story, creating the story, staying true to the story, etc. Or at least ... it should incentivize it.
Staff interest incentivizes roleplay. Meaning a boring indie #413 who spars and hunts all day, all code, little rp, will have a lot less feedback, support, and reaction from storytellers and the world around him then someone who has a compelling ongoing story happening. Not because that's the rule, but because STs are just that much more interested and involved with the interesting charas.
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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 Feb 14, 2016 1:54:03 GMT -5
I think it's clear that the staff team on Armageddon appreciate certain forms of roleplay, and then don't allow other forms of roleplay to fly.
This was the easiest to spot in Nyr's ignorant rejection of half of the "MUSH Suits" theorem, saying that Builders and Explorers (Diamonds and Spades) don't play on Armageddon; they do, in a sense, but he was right that there isn't anything for them to actually accomplish towards their goals.
If you take the social status of certain roles out of the frame of reference, you'll see that a person never becomes more "powerful" than their skill page. There's no way to build or construct anything in the game aside from mastercrafting, which I've seen be denied for ludicrous and stupid reasons. You either confine yourself to play in the small frame of allowance that certain staff members approve of (the harshest ones, I mean -- since everything conforms to the lowest common denominator, and the harshest staff member is the lowest common denominator), or you try and eventually fail at creating something else.
Look at Patuk's Elvish documentation. Perfect example. At a cursory glance, that documentation has more fleshed-out than a couple clans in-game right now. However, since what he was trying to build fell outside the allowed kiddy sandbox of the current Armageddon build (tribes for city elves are as dangerous as sorcerers, not to be allowed for player use), there was a flash in the pan and all of that sincere effort was wasted. It's a damn shame, in my opinion, that we can have these players who legitimately want to create something and leave their legacy in the game, only to have it discarded and ignored by staff members who couldn't care less at giving them the chance to succeed.
Have you ever tried to ask a staff member to build you a room? It takes no more than 5 minutes to dig a MUD room out (given all the proper information beforehand), but I would have an easier time driving to someone's house and prying their teeth out than for the staff to build a room in a MUD. It's actually disgusting. All because refinement or expansion of the game-world is something that's not going to be allowed in the current kiddy sandbox. RRR keeps singing a song about the Culture of Limitation, and, even ignoring the glass ceilings and clan caps -- getting to the actual root of the game and its world-building, this is still prevalent.
So, to answer your question, the incentives for roleplaying in Armageddon are lacking; this is because as the game functions there is such a small allowance of things one can actually accomplish by roleplaying, other than resorting to the one avenue of power they have to affect the game world -- the code and their skills. I believe that's why so many people treat skills and stats as importantly as they do, because ultimately those metrics (ignoring gimped social circles) are the extent of what you're actually capable of doing in the game.
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Deleted
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Post by Deleted on Feb 14, 2016 1:57:57 GMT -5
RPE? Role playing environment?
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Jeshin
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Post by Jeshin on Feb 14, 2016 2:09:28 GMT -5
RPE = Roleplay Encourage or Enforced
It's basically the precursor to RPI which is Roleplay Intensive. There differences range from huge to very mild. Essentially it's a game which is not "optimized for immersion" retaining things like OOC channels and not obscuring stat values with descriptor words and stuff. You still have to roleplay while on them though.
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Deleted
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Post by Deleted on Feb 14, 2016 2:11:24 GMT -5
Ah, gotcha. I've played a fair amount of role play encouraged MUDs. All of the RP was so airheady it was painful.
Edit: RPIs sometimes suffer from air-heady RP, even. I don't see it very often in Arm, but I'd see it in SOI sometimes.
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Jeshin
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Post by Jeshin on Feb 14, 2016 2:17:09 GMT -5
So Armageddon's incentive to roleplay (besides enjoyment) is karma for more unique roles and animations by Storytellers? I can see that.
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Deleted
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Post by Deleted on Feb 14, 2016 4:24:16 GMT -5
"Digging" the room is a one-shot command.
Building the room with just a desc can take five minutes or an hour, depending on how inspired you are when writing the desc.
If you're really good, you can dump the flags on there in about a minute or less.
So, in theory, completely establishing a room - flags, desc and all - should take 'maybe' ten minutes.
That is not including anything hidden in the room. That is extra.
The biggest issue I see in Armageddon is Veteran Syndrome, where older players
A) Have seen the entirety of the game world for what it is, and want something new, and B) Are not given as much freedom/support to do what they want as some newer players.
The problem with A), is that veteran players have all of this meta knowledge inherent with the system, and then can use that knowledge to keep themselves alive, but they become jaded in that the 'grind' has now become as simple as go to zone A, farm this, if see this @ skill level x, then haul ass.
The problem with B), is that many times veteran players WANT to do more, they WANT to bring the world alive, but they find themselves hammered down by what most people see as the "Aggressive NO Cannon" - in other words, what plots they do have or want to have are made brutally difficult, bordering on insane, because the "world" is supposed to be harsh.
House Salarr owns ALL weapons and armor. House Kadius owns ALL clothes, jewelry, foods, and misc. decorative products. House Kurac owns ALL desert wear, spice production, some misc. spelunking gear.
House Kurac AND Kadius own most alcohol production (sans some random middle House and the Sun Runners).
Three organizations control nine different facets of economic stability, which gives players very few options. The creation of a Minor Merchant House is nearly impossible - it requires Staff Support AND a large amount of coins AND a Templar willing to actually "let" you buy a Warehouse and start that process up.
Then you have to pay huge fees in taxes. Then you have to bribe the other Houses if anything you make falls remotely into their category. Then you have to bribe the Templar more because that's just how it is.
Now you have to write up documentation (normal), establish a line of progression, establish a rank structure (normal), and -survive-.
I repeat. You need to SURVIVE. In Armageddon. Where at the drop of a hat anybody can see that you're loaded, doing well, and decide they don't want you to do well. Where Staff can do any number of enormous things to make life difficult. Where a Templar can have you executed at the behest of a GMH if you fuck up.
You have to beat the entire game world as a whole, in order to get a Minor Merchant House established in game. The amount of effort involved in such an undertaking is almost not worth it.
So, those of you who just see me as a pointless troll who comes here to spark Kronibas and Grumble and rail on you, this is "my" take on the game world as it stands. And I still play, because I believe maybe one day I can change the world a little bit. Not a lot, just a little. I'll add my mark, someday.
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Post by BitterFlashback on Feb 14, 2016 4:55:06 GMT -5
The biggest issue I see in Armageddon is Veteran Syndrome, where older players A) Have seen the entirety of the game world for what it is, and want something new, and B) Are not given as much freedom/support to do what they want as some newer players. The problem with A), is that veteran players have all of this meta knowledge inherent with the system, and then can use that knowledge to keep themselves alive, but they become jaded in that the 'grind' has now become as simple as go to zone A, farm this, if see this @ skill level x, then haul ass. The problem with B), is that many times veteran players WANT to do more, they WANT to bring the world alive, but they find themselves hammered down by what most people see as the "Aggressive NO Cannon" - in other words, what plots they do have or want to have are made brutally difficult, bordering on insane, because the "world" is supposed to be harsh. What's that got to do with if Arm incentivizes RP? Because you sound like Nyr whinging about off-topic bullshit because you got triggered.
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Deleted
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Post by Deleted on Feb 14, 2016 6:13:22 GMT -5
I think it's clear that the staff team on Armageddon appreciate certain forms of roleplay, and then don't allow other forms of roleplay to fly. This was the easiest to spot in Nyr's ignorant rejection of half of the "MUSH Suits" theorem, saying that Builders and Explorers (Diamonds and Spades) don't play on Armageddon; they do, in a sense, but he was right that there isn't anything for them to actually accomplish towards their goals. If you take the social status of certain roles out of the frame of reference, you'll see that a person never becomes more "powerful" than their skill page. There's no way to build or construct anything in the game aside from mastercrafting, which I've seen be denied for ludicrous and stupid reasons. You either confine yourself to play in the small frame of allowance that certain staff members approve of (the harshest ones, I mean -- since everything conforms to the lowest common denominator, and the harshest staff member is the lowest common denominator), or you try and eventually fail at creating something else. Look at Patuk's Elvish documentation. Perfect example. At a cursory glance, that documentation has more fleshed-out than a couple clans in-game right now. However, since what he was trying to build fell outside the allowed kiddy sandbox of the current Armageddon build (tribes for city elves are as dangerous as sorcerers, not to be allowed for player use), there was a flash in the pan and all of that sincere effort was wasted. It's a damn shame, in my opinion, that we can have these players who legitimately want to create something and leave their legacy in the game, only to have it discarded and ignored by staff members who couldn't care less at giving them the chance to succeed. Have you ever tried to ask a staff member to build you a room? It takes no more than 5 minutes to dig a MUD room out (given all the proper information beforehand), but I would have an easier time driving to someone's house and prying their teeth out than for the staff to build a room in a MUD. It's actually disgusting. All because refinement or expansion of the game-world is something that's not going to be allowed in the current kiddy sandbox. RRR keeps singing a song about the Culture of Limitation, and, even ignoring the glass ceilings and clan caps -- getting to the actual root of the game and its world-building, this is still prevalent. So, to answer your question, the incentives for roleplaying in Armageddon are lacking; this is because as the game functions there is such a small allowance of things one can actually accomplish by roleplaying, other than resorting to the one avenue of power they have to affect the game world -- the code and their skills. I believe that's why so many people treat skills and stats as importantly as they do, because ultimately those metrics (ignoring gimped social circles) are the extent of what you're actually capable of doing in the game. Obviously one of the incentives of roleplaying is leaving your mark in the world. Duh. I was elaborating on a point Purg made. Duh x2. Maybe read the thread.
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Post by Prime Minister Sinister on Feb 14, 2016 7:27:09 GMT -5
I've always been of the opinion that a proper RPI doesn't need some tangible reward or pat on the back for roleplaying your character.
It's been done in a lot of other "RPI" MUDs like NW:A or RoD where you get exp or some weird "RP xp" thing for emoting and talking to other people, and I dunno. I've noticed a lot of players on MUDs like these tend to draw out one emote into several smaller, more anemic emotes to game the system, and again these places tend to have the most lackluster RP-- like, ten-year-old you could probably RP circles around these people.
To be honest, I don't support giving too many banana stickers for doing the thing you're supposed to be doing in the first place.
I don't need a cookie every time I sit down to read or write a bit of fiction for fun, and I have a hard time understanding the kind of person that does.
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ccp
staff puppet account
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Post by ccp on Feb 14, 2016 9:45:00 GMT -5
arma only incentivizes char reports if your staffer is interested in your plot and 90% of them are NOT. the rp never grts you karma unless you are playing the kind of Pc and plot they like. sycophantic fuckwits therefore take lots of karma while good rpers who arent going for the concepts staff find interesting or important stay at 0-2 karma for life. karma is total fucking bullshit
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jesantu
Displaced Tuluki
Posts: 388
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Post by jesantu on Feb 14, 2016 10:09:16 GMT -5
arma only incentivizes char reports if your staffer is interested in your plot and 90% of them are NOT. the rp never grts you karma unless you are playing the kind of Pc and plot they like. sycophantic fuckwits therefore take lots of karma while good rpers who arent going for the concepts staff find interesting or important stay at 0-2 karma for life. karma is total fucking bullshit It's always shocked me how blatantly flawed a system karma is and no one can think up a better method. It's so true, very rarely will imms support your plans. At best they'll see it neutrally but almost never offer encouragement and IC reinforcement. I understand and even expect a characters plans to be difficult. I'd like a few curve balls thrown at me along the way but I'd also like an occasional reminder that I'm given support as well. I stopped playing in clans long ago because I got tired of the predictable reponses I'd get any time i shared my chars goals or vision. It wasn't as though I was asking for rings of invisibility and broadswords of undead power +12. You almost had to laugh at how even the tiniest, most inconsequential plan would get shot down. I refuse to desertman the situation by saying it's ok the imms refuse my every single plan as long as they're nice about it. I don't need a cookie for my efforts every time I play but I do need support to do even simple things the code will not allow. And the comment about making a room is quite valid here. If you do pull it off you can count on it taking years of real time to get even that much.
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Post by BitterFlashback on Feb 14, 2016 17:49:13 GMT -5
Obviously one of the incentives of roleplaying is leaving your mark in the world. Derp. I was elaborating on a point Purg made. Derp x2. You were jumping off on an off-topic tangent because of your reaction to half of his third paragraph, and nothing you said was about incentivizing RP. Quoting Purg just highlighted how much of what he said you weren't replying to in order to run your mouth about vets and Arm being harsh. Maybe stick to the original post's topic. I've always been of the opinion that a proper RPI doesn't need some tangible reward or pat on the back for roleplaying your character. ... I don't need a cookie every time I sit down to read or write a bit of fiction for fun, and I have a hard time understanding the kind of person that does. I'd like to believe RPIs shouldn't need to incentivize RP. The problem is if they don't use rewards or punishments, they may well incentivize playing the game like anything else on the web, and you'll wind up with the RPers being outpaced/pked by the people trying to "win" the game. You may not need a cookie or a paddling, but if that's what it takes to keep the kindergarteners you're sharing the game world with playing the same game as you, it can't be avoided. Arm (at least prior to the recent past) deincentivized RP by basically punishing anyone who was trying to accomplish anything that wasn't a direct contribution of time to being a game piece in a plot some staffer conceived of. You want to just explore and hunt as part of an indy group? Expect a world response dropped on you. You want to kill someone in a clan you have a legitimate beef with and make the mistake of letting staff know in advance? Expect a world response dropped on you in advance. You want to play your character concept the way staff approved when you applied for the role? Expect force storage. arma only incentivizes char reports if your staffer is interested in your plot and 90% of them are NOT. the rp never grts you karma unless you are playing the kind of Pc and plot they like. sycophantic fuckwits therefore take lots of karma while good rpers who arent going for the concepts staff find interesting or important stay at 0-2 karma for life. karma is total fucking bullshit It's always shocked me how blatantly flawed a system karma is and no one can think up a better method. It's so true, very rarely will imms support your plans. At best they'll see it neutrally but almost never offer encouragement and IC reinforcement. As much as I dislike the karma system, there isn't a good way to make a system that eliminates human bias. At least not in a MUD. Say you're GMing a tabletop game where you reward XP for good role play. It's pretty easy to judge, because you're there for everything that happens. You can ask someone for their motivation for something that seemed OOCly-driven right when it happens, not when they've had a day and a half to construct an excuse. You don't have a separation of running the game from judging the gameplay; they happen at the same time. Flip that around and you've got a MUD. The game runs itself. If you're not there when something happens, you only find out if someone tells you or if you read through the logs. So in order to judge all of the role playing going on (or lack thereof), you'd have to read through the logs and occasionally interrogate people after-the-fact. So pretty much every system you come up with will be okay at best. I'd personally rather see Arm use something more granular than the karma system. Like a list of things someone is trusted with, and roles/guilds/races/whatever you can only get if you've got all of the specific checkboxes filled in that the role calls for. Like if you don't act like a shithead when you're playing a giant, you can be trusted with a high-strength character and can play a mul. It still requires someone evaluate/re-evaluate you, though.
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Deleted
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Post by Deleted on Feb 14, 2016 18:18:17 GMT -5
Does it need incentive? For me roleplay is the incentive to play Armageddon.
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