Deleted
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Post by Deleted on Sept 21, 2018 15:32:58 GMT -5
I genuinely do not understand your point. All I can do for you is shrug.
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Post by jcarter on Sept 21, 2018 15:36:32 GMT -5
you're witnessing the duality of qwerty posts: yelling that staff aren't one singular hivemind while proclaiming that posters on this board are part of a singular hivemind. That's silly.
If I say that people tend to ignore facts, in favor of their bias. Am I accusing the entire species? In a way, I am. But, I 'hope', that most would understand what I am talking about, without a ten page note of who is excluded from the party from here on named as 'People'. I also usually do not limit myself to that statement alone and usually provide an example, or some kind of reference. Whether it be a quote, or a direct response to a particular post, or a mention of "OP of this thread", or whatever else similar.
When directed to staff though, it is a little bit different. Because staff can be recruited and released and they change across years. Are you boycotting IBM for selling calculators to Nazi Germany? To argue that there were no assholes amongst staff is idiotic. To claim that everything good that happens to people is a result of these people being staff pets, because Sanvean favored Tan Muark, is in my opinion, ridiculous.
I truly believe that I am providing a pretty solid point of view towards variable discussions of these forums. I try my best to provide examples, or some kind of analysis, or personal opinion at the least. I have to say, the last few responses between you and I Jcarter, you didnt seem to argue my points, but more argue my persona. To a point where it begins to overshadow topics and people's arguments that are actually interesting. I think I'm going to refrain from responding further regarding this matter, unless you provide an actually interesting point that deserves discussion.
you're free to not respond to me at all, that's a-okay. but i'm going to keep continue calling you out on your bullshit either way. my beef with you is that you're hypocritical and imo a shitty poster. you whine and complain about people attacking your person, while doing the same thing to other people. you complain about arguments on topic being overshadowed, yet your first repsonse in this thread was a dismissive point to a poster without arguing his point. you bitch about people generalizing about staff, while generalizing "this community" (your words) based on whatever strawman you feel like arguing. and now you have some mental gymnastics about how *your* generalizations are different and should be excused. you complain about people asking for your sources, while you ask for other people's proof and data. you admittedly came here to talk shit. you bragged about it and have mentioned it multiple times, and I've pointed out exactly where previously. you have, of course, conveniently ignored all those times. when it gets turned around back on you though, you want to play 'ho hum i just want to discuss the topics'. treat other people how you want to be treated. i really don't care whether or not you disagree with people about a fantasy video game and how nerds do a good or bad job of staffing it. but what i do take issue with is your repeated attempts at stirring things up and high horse position you try to take after slinging around mud with the rest of the pigs. unfuck yourself and treat others with the respect you want, otherwise stop posting about how poor little you is being unfairly attacked for just trying to have a discussion.
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tedium
Clueless newb
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Post by tedium on Oct 21, 2018 13:38:14 GMT -5
It has been one month since the last post. How do people feel about this Role Call and metaplot now?
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baobob
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Post by baobob on Oct 21, 2018 18:34:54 GMT -5
I have no idea, still, what the meta-plot is. Was. I can't see who it has effected or what it has changed in the gameworld. From my perspective - complete dud.
A dozen players gave up their PC's autonomy and final destiny into the hands of staff for what? Shouldn't it have made a ripple? Somewhere?
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Jeshin
GDB Superstar
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Post by Jeshin on Oct 21, 2018 18:37:59 GMT -5
I know a few people who are aware of the rolecall plot (they think) and were not part of the rolecall. It seems interesting, maybe a little creepy. It's a magick plot but seems to primarily target non-gickers. I believe it is happening not in Allanak so if you're playing in the primary hub you'll want to head to Morin's, Luir's Blackwing, Redstorm.
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Deleted
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Post by Deleted on Oct 21, 2018 22:17:35 GMT -5
Out of those that can be mentioned without ruining people's plots.
Ann, the byn sergeant soccumbed to Nilaz. It took a lot of very impressive RP. She became a nilazi elementalist, but due to various machinations was eventually captured by templarate
There are other things happening. Some gicks got new spells. It all depends on their reaction and behaviour. There are others who are being enticed by nilaz and other things to various degrees, depending on people's reactions.
Obviously, that SLK defiler rumor is complete BS.
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Deleted
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Post by Deleted on Oct 22, 2018 13:40:01 GMT -5
I know a few people who are aware of the rolecall plot (they think) and were not part of the rolecall. It seems interesting, maybe a little creepy. It's a magick plot but seems to primarily target non-gickers. I believe it is happening not in Allanak so if you're playing in the primary hub you'll want to head to Morin's, Luir's Blackwing, Redstorm. I was on the edge of the rolecall twice. I saw at least six pcs getting happy storytime, but made the decision to leave a clan and not join another to stay away from the story.
I got annoyed by some of the story elements and then realized I was being a jaded tabletop neckbeard about how it was being done.
More story in Arm is good, period, full stop.
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tedium
Clueless newb
Posts: 164
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Post by tedium on Oct 22, 2018 14:12:14 GMT -5
Armageddon has always had story, even in the dark days of Nyr. The problem is that staff have always opted for the Chosen Few route, where a few people are included in high profile light-shows that everyone else watches from the outside. And I say this as someone who has been in a few but found them underwhelming because they're presented as narration you react to than events you participate in.
I want to say that, with all the changes that staff has made, they're sincerely trying to improve the game and move away from the problems left by previous administrations. However, I'm still waiting to see any change at all in how they address metaplot. It looks like they still take a top-heavy approach. It still feels very much like players are just waiting for the next chapter of a Staffer's ongoing story. I really wish I knew how staff made decisions in how to shape these arcs, because they always feel fundamentally, critically flawed as part of an interactive medium.
Maybe the most frustrating part is that you can participate in linear, predetermined plots and still have a good time if it feels like you contributed in some way to the overall plot. I rolled up a character for a friend's RP-focused tabletop game a month ago, and despite being level 1 with no skills, as soon as I was the top roll for something (perception) the DM decided it was a good way to include my character and made it a plot critical element. He knew that he had a combat portion coming up, and a magic portion immediately after, and that my character would not be contributing significantly to those phases. Each character had their own moment to shine that way. The narrative was extremely linear, but everyone had a great time because everyone felt like they had contributed in some way.
With how much time happens between each phase of the metaplot, the number of staffers involved and the way that administration is broken down regionally and by clan, you would think they would have a much better job of getting individuals, organizations, or factions involved. I'm not going to pass judgment yet, but so far I'm really underwhelmed. I almost wish that they would focus on more sphere-oriented stories because they're consistently unable to handle game wide events in a way that actually impacts the whole game.
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Deleted
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Post by Deleted on Oct 22, 2018 14:25:24 GMT -5
Armageddon has always had story, even in the dark days of Nyr. The problem is that staff have always opted for the Chosen Few route, where a few people are included in high profile light-shows that everyone else watches from the outside. And I say this as someone who has been in a few but found them underwhelming because they're presented as narration you react to than events you participate in.
I want to say that, with all the changes that staff has made, they're sincerely trying to improve the game and move away from the problems left by previous administrations. However, I'm still waiting to see any change at all in how they address metaplot. It looks like they still take a top-heavy approach. It still feels very much like players are just waiting for the next chapter of a Staffer's ongoing story. I really wish I knew how staff made decisions in how to shape these arcs, because they always feel fundamentally, critically flawed as part of an interactive medium.
Maybe the most frustrating part is that you can participate in linear, predetermined plots and still have a good time if it feels like you contributed in some way to the overall plot. I rolled up a character for a friend's RP-focused tabletop game a month ago, and despite being level 1 with no skills, as soon as I was the top roll for something (perception) the DM decided it was a good way to include my character and made it a plot critical element. Each character had their own moment to shine that way. The narrative was extremely linear, but everyone had a great time because everyone felt like they had contributed in some way.
With how much time happens between each phase of the metaplot, the number of staffers involved and the way that administration is broken down regionally and by clan, you would think they would have a much better job of getting individuals, organizations, or factions involved. I'm not going to pass judgment yet, but so far I'm really underwhelmed.
I have similiar biases, so I have to ask; how many Arm storytellers have been a tabletop player, much less gm, much less have 20+ years of experience doing it.
Do you think there is a constructive use of time in writing a storytelling 101 resource, either solo or between us collaboratively?
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Post by lechuck on Oct 22, 2018 15:55:58 GMT -5
Maybe the most frustrating part is that you can participate in linear, predetermined plots and still have a good time if it feels like you contributed in some way to the overall plot. I rolled up a character for a friend's RP-focused tabletop game a month ago, and despite being level 1 with no skills, as soon as I was the top roll for something (perception) the DM decided it was a good way to include my character and made it a plot critical element. He knew that he had a combat portion coming up, and a magic portion immediately after, and that my character would not be contributing significantly to those phases. Each character had their own moment to shine that way. The narrative was extremely linear, but everyone had a great time because everyone felt like they had contributed in some way. It's because honestly, at the end of the day, metaplot stuff can only really be a supplement to the meat and potatoes of an RPI. If you put in, say, 20 hours a week, you can't expect more than a few of those hours to revolve around some metaplot--and that's if you're one of the "Chosen Few." For everyone else, there's likely nothing but that outside view. Either way, the game needs to sustain itself on everyday roleplay, on meaningful activities and interactions, and Armageddon has largely lost this. The game has been culled down so much, both geographically and ideologically, that the everyday roleplay is lacking. This kind of medium is just not great for storytelling, so to some extent, I can excuse a lapse of staff-run plots. It's really fucking hard to come up with a story, run it for x number of autonomous players, and get a result that was objectively good. It's sort of the same reason that quests in WoW are a terrible way to tell stories--you can vaguely present a segment of the setting's history this way, but it just doesn't mesh with the way that the game is actually played. Even the most medicore B-movie is a better storytelling experience. However, where Armageddon has failed is in providing the foundation for the everyday roleplay that is required in order for the limitations of staff-storytelling to be satisfactory. If you have loads of things going on for your character, it's okay when the latest official scripted plot is a bit of a shrugworthy affair. Unfortunately, the game in recent years has not allowed for loads of things to be going on for most characters because staff have become increasingly control-hungry and insist on interfering with (read: shutting down) anything unusual that players try to do. Let's take an example: back in like 2003 or something, a PC templar was cast out of the Templarate and sought refuge with the Guild. They pondered what to do with him, and the Guild boss had a secret plan to use the templar to learn literacy. They harbored him as a fugitive for a time until it was found out, and the Templarate put enough heat on the Guild to where they decided that killing the templar was the safest course of action. So ended the story of whatever the fuck his name was, and all players involved had a highly unique and memorable experience. In today's Armageddon, that templar would just have been force-stored upon doing whatever got him cast out. That's the kind of thing that's wrong. Nothing interesting is allowed to happen organically. Staff is so worried about what players do that they don't let players do enough, and the end result is a forgettable snoozefest where everyone sits in their apartments or clanhalls waiting for something to trickle down from above, because they've learned that players themselves can't really make anything interesting happen. It's a shame, but it's also very obvious and painfully preventable.
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Deleted
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Post by Deleted on Oct 22, 2018 17:12:18 GMT -5
This isnt intended to be critical. It is intended to encourage exploration of the topic of telling stories.
Stories dont have to be multi-sphere or highly magic(k)al. They need to be oriented on the humanity, relatively speaking, of the participants.
Bias 1: I think the hallmark of most good story is that it is just as far from the glass ceiling as the staff want players to be. Staff have to be willing to give up playing sorcerers and gith nilazi to make this happen. I dont need a volcano getting thrown, or an elemental portal I'll never use being moved, or a map changing storm to have story. If we are going to stick fervently to docs, let the story do that to.
Tell me about the displaced Kuraci families in Luirs, and how they are being embarassed, or supplanted, or married into by Salarr and Kadius. Tell me about the Kuraci that fall so far as to be manipulated by a rising pc lesser House. The shame!
Tell me about a scion of House Uaptal who was outside the city of Tuluk when the House was purged, and somehow survived being assassinated long enough to sell out to a crime boss in Red Storm.
Bias 2: Novelic storytelling works too.
I really wasnt kidding when I suggested 0 karma pcs receive more story than 2 and 3 karma pcs. You want to play a jedi master? Be prepared that fate may have chosen a dumb desert farmboy to heap some attention on. If only the powerful are the focus of narratives, we arent playing in a low power, gritty story.
Groups are just as much characters as people. With the recent history of the Garrison and the Warband Fury, why would anyone with an ounce of self preservation join either?
Is Zalanthas intended to be a crapsack world? If not, are there enough victories possible for a pc or group to avoid this fate?
Bias 3: I think a third of storyteller time or more should be spent animating roles under the rank of sergeant.
This area is even more important when pcs can "win", or otherwise play out the realities of their role and social rank. Let a sergeant of the Arm of the Dragon ruin the life of a commoner family. Let a lifesworn member of a Great House deal with toadyism and sucking up by those who would do anything to move into their standard of living.
Tell me about the wise old gardener or stablekeeper in a House compound. If the elderly are culturally important, and the Great Houses are the most likely place for a commoner to survive to old age, tell me all about that. Once apon a time Silver Panthir was an aging veteran of the Copper Wars, still alive and in service to House Tor. He never picked up a weapon, and was still an important member of the narrative.
Tell me about the people in the world who arent as favored as the pcs. How about a story about the whores of the Gaj engage in a brutal rivalry by proxy with the whores of Luirs Outpost? Dare I ask, tell me a story about a city elf tribe I havent seen before!
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Deleted
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Post by Deleted on Oct 23, 2018 5:33:06 GMT -5
Sometimes. When the staff needs to add new content, they have a choice. They can simply add/make the change and tell the playerbase that they must act as if it was always like that. This worked grrrrrrrrrrrreaaaaat with the magician subguild changes. The outcry that there was a lack of roleplay plot that caused the changes echoed throughout the playerbase. The other choice is to plot it out and introduce the changes organically. Sometimes it's viable to do it via mundane plots that are part of regular going ons. So often the players can in majority choose not to involve themselves in and relate to the events much like one would to a passing story in a news paper. Or somehow involve themselves in. Sometimes the changes are such, that they have to be part of a magickal plot. But instead of a fireworks show, the staff decided to introduce the changes gradually and let the players play with the developments, new toys, discover stuff, twist their own plots, etc. Will the end result still end with the new changes rolling in? Sure. They were already coded, written, built, etc. They might be small alterations, that echo somehow in playerbase due to actions, but majority it will remain unchanged. Please consider that often the negative part about the game is the intense desire to find something negative. If the new content gets added without any plots then people complain about changes not being rped out. If the new content gets rped out. They complain that the plot is too magicky and there needs to be mundane plots. Other people say there is not enough fireworks and if the staff is putting out a plot, it has to be noticeable throughout the gameworld.
If people who would otherwise be left out, are gently ushered to participate in the plot, folks cry favoritism. People who spend their days as indie hunters, playing single player game, tend to complain that there are no plots going on that they can participate in. Other people take breaks in the game after a death, because their play was so intense and busy with all that stuff that thjey need a little rest.
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kannot
Clueless newb
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Post by kannot on Nov 5, 2018 1:18:38 GMT -5
So, what happened with this?
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baobob
Clueless newb
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Post by baobob on Nov 5, 2018 20:56:41 GMT -5
Couldn't say.
In the population area where I was at there were two staff-initiated zone echoes, a curious plot-item added to a single room, and then the handful of PCs who might have known what was going on all fled to lock themselves away together in non-public access rooms.
I don't believe the local rumor board was updated and I saw no other staff activity available to the common pc during my four hour attendance. YMMV.
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tedium
Clueless newb
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Post by tedium on Nov 14, 2018 8:29:03 GMT -5
Maybe I'm just out of the loop but it looks like the plot trailed off without any real ending. I wonder staff lost interest when one of their staffpet protagonists died.
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