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Post by trollageddon on Mar 28, 2019 15:35:15 GMT -5
I wanted to mention that I enjoyed the critique that OT cut/paste from the GDB, presented below: gdb.armageddon.org/index.php/topic,53658.0.html Say 'Yup' and 'Boss' a lot while standing around with a big, goofy shit-eating grin. In short, be everyone's comic relief. Although half the playerbase will hate you regardless, the other half will somehow think its cute and give you misplaced props for being a walking cliche. Why? I don't know. Why is the Asylum movie studio a profitable enterprise? Some people are easily entertained. Maybe 1% of the playerbase has ever played a long-term half-giant because they find something intrinsically interesting about the race from an RP-perspective. There isn't much inherently interesting about them outside their coded strength, which is why it's so rare. 99% of dedicated half-giant players are guys who equate the strength stat with their dick, and have some kind of weird fetish for being big, dumb and stupid in various RPGs. This is evident to a lesser or greater extent depending on the player/character in question (like those surveys where you're 33% explorer, 55% twink and 15% fuck-me, or whatever). Some half-giant players* are only 10-25% strength-fetish. Not all of them are jerking off to muscle magazines. It's sort've like bronies...only about a third of bronies are actually pedophiles. I still find them derisive, but I understand and empathize with the twinkery of it. I know they'd play any race with stats they found attractive, no matter how bizarre or stupid (mantis, halflings). More alarmingly, quite a few seem to have some kind of obsession with being big, dumb and creepy for its own sake. For bonus points, make subtle pseudo-sexual advances on female PCs. Or if you're Grom, male.Basically, the race is played mostly by people who need a coded gimmick to compensate for their inability to roleplay well. Can't speak for current half-giant PCs since I don't play, but in a dozen or so years on Armageddon, I can count on one hand the number of half-giants whose roleplay even met the expectations of their 3-karma cost. Or whatever they cost now with the new karma scale. Furthermore, their astronomical strength is completely gamebreaking. When it comes to the influence of stats on combat, strength is about 75% of it. Giving a race so much more than everyone else is going to cause inevitable balance issues; and no matter how much people may insist that Armageddon isn't about balance, there are obvious problems with having a race that does totally absurd amounts of damage. This race attracts the bad and repels the good. Ask any quality roleplayer and they're likely to tell you that they don't play half-giants. Generations of badly-played specimen have created a roleplaying environment where people almost expect you to be nothing but inane comic relief if you play a half-giant. Maybe the game's faltering standards have made the "uh, yup" school of roleplay into something commendable, but who really thinks typical half-giant roleplay is worth anything? Still, one of the things we most often criticize about Armageddon is the trend of cutting content. That makes it difficult to call for the removal of a race, even though I think the game would lose nothing of value in this case. What's your opinion? I think this is excellent writing, and excellent criticism. It so happens that IMHO, the best half-giant I've ever seen is probably currently playing. In my opinion it's currently desert elves who have become the trash standard for role play in the game. I'll attempt to replicate the criticism tone that newtwink pasted. I guess my central point is that most of the trash-tier PKers migrate to these clans, which is the core of the problem. But it certainly doesn't stop there. Because these guys (and female players seem to pretty much share culpability with the lads here, I'm unhappy to note) don't want to be accused of cheating by the staff - and who does? - they'll give the clan source material a precursory reading and then try to shove the source material down the throat of any new player in the clan.From there these guys, because they're emotionally twelve when they play an MMORPG, become Tom From MySpace and you're either friends with their character in the clan, or they're going to try to purge you, nevermind that this pretty much flies in the face of the way that elven tribes (or clans in general) are supposed to work in the game. These guys want to play raiders. In the three desert elf clans that I was allowed to play in, raiders were nowhere near the top of the social hierarchy of the group according to the docs. One tribe was led by elders. The second by shamans. The third by merchants. Yet time and again, the the little Press Gang groups that these players will try to drag new desert elves into, the oldest PK reigns. And I don't mean eldest in terms of character age, which would be somewhat logical. The first person in that batch to have their character approved tries to be the boss of everything, and this bothers me. From there it's worth noting that these guys will get very confrontational with all PCs within range. They'll try to play extremist versions of whatever characters are supposed to be in their tribes, which they'll use as policy justification to PK everyone else. They'll resort to twinkish raider tactics and the staff will turn a blind eye. I think that the staff should make it easier to play desert elves from independent tribes, because their effort to consolidate tribes backfired. All of the twink/PK assholes edged out people from these tribes who were interested in more serious roleplay. There simply isn't anything left. From there, implied staff restrictions upon the amount of time that desert elves are able to engage urban society prevents players of d-elves from having a social organic role play experience. Can you blame bored people with jacked-up characters from twinking and PKing when there's nothing else for them to do? I think these tendencies ruin the tablelands. The tablelands are to me an unexploited avenue for role play. There is a lot that could be/should be going on up there. If anything, desert elves should be at the BOTTOM of the hierarchy there for the same reasons that they're at the bottom of urban societies. Desert Elf players almost universally neglect the elven tendency to steal. Killing someone and taking their stuff isn't the same thing as stealing, especially when it becomes a trope. There's no reason to spare scorn for players in House Kurac or the respective Templarates, whom tend to meta-game and treat d-elves as rural celebrities. If anything, Burgers and aldermen should look down on desert elves. They should be lower in urban social status than city elves, given that they suffer the dual stigmas of being both tribal hicks and lowly elves. I guess that about wraps up my critique here, even though there is plenty more that I could say. How do you fix this? Not easily, I should think. For starters maybe staff should sit down with the sponsored roles and outline to them that desert elves are really pariahs from a standpoint of social propriety. Also maybe letting people play indie desert elves, the way it used to be, would help people who are actually creative to return to these types of roles. Finally, I think that staff should make it easier to play desert elves that spend significant time in the city. This would give city elves something to do besides grief and raid.
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Deleted
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Post by Deleted on Mar 28, 2019 16:11:54 GMT -5
I should say that the best delven raiders that I had the pleasure to interact with did not fit your criteria at all. I am speaking of RF. I forget their go names. The ones who were played by AL-E and Majikal. They were twinks, don't get me wrong. They twinked plenty on NPCs. But they were never "lame". They never twinked out PKills and always rped out a scene when they were given a chance.
Elders and Shamans are another name for storytellers and while its true, those are the leaders of the tribe, it is natural for players to follow those that provide more content and entertainment. And while the persuit of that cannot go completely against world theme, can you genuinely oppose a creation of hierarchy based on entertainment? Because thats really the 'only' currency that has value in a delf tribe. It can take different forms. From protection = helps new clannies survive to do fun shit. Or organizational = helps clannies pull away from twinking to go do some fun shit, or just plain basic active imagination. Usually its a combination of these things, but rarely it is an "Obey, or I kill you." Situation.
I do agree that the human higher ups should ease up on the friendliness to the delves. In a way, the trade between delf and the city should be the celven greatest advantage, but the world is small and everyone are eager to stick their fingers into every pie, even if its manure. Sad, but true.
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OT
staff puppet account
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Post by OT on Mar 28, 2019 18:40:39 GMT -5
It's been a lot of years since I played a d-elf and I don't even know what tribes are open currently, but the issue has always been that no matter how elaborate and fascinating a backstory you give a tribe, there are very few ways to apply that to gameplay if it doesn't involve rubbing your combat skills in people's faces. I mean, take the Soh Lana Kah--they venerate the anakore, treating it almost like a god. But what day-to-day roleplay can you really get out of that? Unless animated, an anakore is just an aggro idiot no different from any other animal. You can't go and roleplay with an anakore. You can go and emote watching it reverently from a distance or whatever, but after five such solo RP sessions, you just fucking lose interest because it isn't something anyone else is gonna give a shit about. So you default to "defend the homeland!" roleplay because that's a universal language.
Back when I played, d-elf roleplaying standards weren't particularly bad. Certainly nothing like the painfully terrible efforts of almost all players of HGs. Seriously, there's something about that race that just causes the player behind it to become as stupid as their character. D-elves are more varied, and there have been quite a few great ones throughout the years. Some shit ones as well, but since it's still an elf at the end of the day, it tends to deter those who are so useless at roleplaying that they need the crutch of broken stats to make their character relevant. Maybe d-elf standards have plummeted in recent times, I haven't been there to witness it.
Stealing is one thing that I can forgive d-elf players for neglecting. I mean, the race doesn't get steal as a racial skill, and it doesn't make a great deal of sense to play a d-elf miscreant. So you're left with the "other kinds of stealing," which is pretty futile in most cases. Unless it's the kind of stealing where you cut someone's head off and steal their shit, of course. The code doesn't allow for very many scams and capers, especially for d-elves who are generally stuck in the desert where it's difficult to find anyone to RP with at all, let alone an opportunity to carry out some kind of scam. I tried plenty of times back in my naive days of optimism, and it always went one of two ways: either the other player was totally unwilling to play along because they knew OOCly that the bridge you're trying to sell them doesn't exist, or they play along so willingly that it isn't fun. That thing where you actually fool both the player and their character is just too rare, due to the constraints of a MUD codebase, so people stop bothering.
Of course, I don't think there should be numerous different tribes in the first place. Armageddon has always shot itself in the foot by trying to run a game that needs 200 players online to not feel empty when it has nowhere near that amount. There should be one playable tribe, a major one that can live up to the glory days of Blackwing. Trying to make anything happen with sporadic bands of 2-5 characters is just an exercise in futility. It simply has never amounted to anything. When was the last time a d-elf tribe was persistently relevant? The Blackwing days, I'd say. Anything since has been fleeting and weak, leaving absolutely no lasting legacy. The same will be true of the latest tribe, and the next one after it, and so on. They'll fuck around for a few months, kill some dudes, make people go "grr, elves" and then they're gone and forgotten.
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jkarr
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Post by jkarr on Mar 28, 2019 23:29:05 GMT -5
Of course, I don't think there should be numerous different tribes in the first place. Armageddon has always shot itself in the foot by trying to run a game that needs 200 players online to not feel empty when it has nowhere near that amount. There should be one playable tribe, a major one that can live up to the glory days of Blackwing.. important to remember back then all delves were indie with option of getting clanned blackwing during char creation are u pushing for that or are u pushing for their current system except now every delf pc is blackwing
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Post by fatfinger on Mar 29, 2019 10:17:05 GMT -5
You can't select a city class on a desert elf, or a wilderness class on a city elf.
The only way for desert elves to have steal is if they take a subguild with it.
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Deleted
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Post by Deleted on Mar 30, 2019 0:28:29 GMT -5
Remember, there are no bad hg roleplayers, just bad rp examples to imitate.
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Post by trollageddon on Mar 30, 2019 12:43:14 GMT -5
I should say that the best delven raiders that I had the pleasure to interact with did not fit your criteria at all. I know that. That's why I'm writing the post. I understand that in addition to being a staffer, you're also a player (or were a player) and overall you seem like pretty much a normal guy. But it's this very perception that I'm trying to change. I think that the association of desert elves with player killing is an unfortunate one, and I think that if someone wanted to play a mugger or a raider, then desert elves are an illogical choice for them, with plenty of exceptions that I'm prepared to outline. I should probably make a separate post about this, but I've always that, using the older karma scale as a model, players should have free writ to PK characters that are higher on the ladder than them. So if you're playing a desert elf, and you make the specific choice that you want to hunt witches, then it's all good. But when you're playing a desert elf, and you want to come shoot up a bunch of zero karma players, then I'll admit that I've already mentally written you off as cheesy player. And that's 95% of current desert elves, and hitherto for about fifteen years. They never twinked out PKills and always rped out a scene when they were given a chance. Yes, and it's become clear that you and I have different standards for role play. For me, a dozen think commands and a half dozen emotes do nothing to ameliorate the negative impact of some desert elf killing three newbie commoner PCs because the player of the desert elf was bored. I'll make the additional point that when players make the unfortunate choice to do a territorial/raider desert elf, they usually make in game choices to enforce rather than ignore the urban social hierarchy. Groupthink if ever there were. Elders and Shamans are another name for storytellers and while its true, those are the leaders of the tribe, it is natural for players to follow those that provide more content and entertainment. And while the persuit of that cannot go completely against world theme, can you genuinely oppose a creation of hierarchy based on entertainment? Yes, I can my friend. That's essentially what I here allege. The purpose of role-playing is to adhere to character motives within reason. I just think that you're helping my point that it would be better for the game if people who were primarily interested in turf wars and PKing chose zero karma characters as their vector for these missions. As of this writing there are three, count them three zero-karma characters that I know of who are combat effective raiders. Independent of each other. They built the roots and developed the methodology to do it, and they're racking up body counts. Unless you don't mind losing your character, it would be unwise to raid these guys. Given their stature they have a couple of small bands of people who assist these efforts. If you want to play a raider, then play a raider. Using a desert elf desert ninja to accomplish these aims is gauche. Because that's really the 'only' currency that has value in a delf tribe. I'm not convinced that you feel that way. But if you truly feel that way I would be happier if you didn't play desert elves. I think you're capable of more than that. I think that you and I have different opinions on what the core role of a desert elf should be in the game, and I want to demarcate that I'm shifting tones in this post to make my next point. The above I meant in a friendly way to be various supportable points that I think any reasonable and informed person could agree with, or failing that to understand my perspective. My next point I'll qualify as being very strictly off in opinion land. It is my opinion that the zero-karma characters - particularly the red-shirts, poor and various sorts of low-lifes are the meat and potatoes of the game. It is for the enjoyment of the people that play these types of roles, that the rest of us do or should put on the rest of the complicated ballet that we seem to enjoy. So if you're playing anything else, particularly a sponsored roll or something that requires karma, the standards are slightly higher. The staff seem to agree with me on that point. So what do you get in the roll of the desert elf, that you're spending a karma point for? You certainly get jacked stats and combat/survival abilities. Any of the people that are currently playing desert elves get a really neat tree fort. If if the game were a bit more functional, you'd get in the form of your clanmates a set of easy friends, allies or co-conspirators in whatever fun and games you chose to involve your character in. It is also my opinion that desert elves represent a form of diversity that won't be common to most cityborn. If you're a commoner from Allanak and you're role playing as you should, you pretty much will always believe that Tektolnes is the one true God, that northerners are evil, that elves are dumb, the world is flat and that crime is bad. You believe these things because you're educated, and you've been educated under the hegemony of City State. Elven philosophies are more removed from this legally enforced hemogeny (not to be confused with a hegemony). You should have some freedom to play a much wackier character. What price should you pay? In my opinion, you should be discouraged from PKing the zero-karma characters. If the game were more functional, you should be pariah because nobody wants to socialize with someone who is both tribal AND an elf. Staff have implied in the past that you're not really meant to use a desert elf as an avatar to explore the wasteland without limit. And I think that desert elves can add a lot of benefit to the game in the potential for desert elf players to mediate between the more rural, city-born adventurer/gatherer types and the raw dangers of the wasteland. I'd make the suggestion that instead of hiring desert elves to procure things from the wasteland, to explore the wasteland, and to make hits in the wasteland that it should still be largely zero-karma characters doing these things, but then desert elves become the scouts and guides for these guys.
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Post by trollageddon on Mar 30, 2019 14:45:33 GMT -5
Maybe d-elf standards have plummeted in recent times, I haven't been there to witness it. I wouldn't say that. I'd say that Half-Giant roleplay has improved to the point where I no longer feel the need to pick on them. I hate to share personal information, but that cat that plays the half-giant in the militia clan pretty much nails it. I applaud him, and I've never done that before for a half-giant. Desert elves then come next on the chopping block. It's been a lot of years since I played a d-elf and I don't even know what tribes are open currently, but the issue has always been that no matter how elaborate and fascinating a backstory you give a tribe, there are very few ways to apply that to gameplay if it doesn't involve rubbing your combat skills in people's faces. I mean, take the Soh Lana Kah--they venerate the anakore, treating it almost like a god. But what day-to-day roleplay can you really get out of that? Boy am I glad that you asked. So let's say that you and I were going to roll up some characters together we both wanted to play SLK. I'm posting the SLK doc below for completeness. Maybe you'd step up and take responsibility for selecting our classes, subclasses, and our family backstory for that matter. Sounds like you could use a little bit of help in the source material and in the plot-related docs that we might chose to submit to staff. I've got this. So regarding the Anakore specifically, I find that to be both the most prominent and the most interesting aspect of SLK role play. So the first thing I'd submit to you for approval would be to play a pair of Custodians of the Grand Order of Anakorefest. Didn't you know about Anakorefest? It's an annual pilgrimage that all the faithful worshippers of the mighty Anakore undertake regardless of race or nationality, first to trek out to the wilderness in search of Anakore, and then to worship them once we find them. And nevermind all of those nasty rumors about Anakore eating people, those are exaggerated! And personally I don't think that Anakorefest itself would be all that funny. But it would give us an excuse to wander into civilization to recruit people to undertake this important pilgrimage. I suppose that we'd have the choice between attempting to play Anakorism as some sort of important and valid religion, or to ham it up into something silly. You can guess which my vote is going to be cast. So if that weren't quite your bag, my next proposal for us would be to play a pair of SLK who were part of a different sect, namely a sect that spent an inordinate amount of time in the city centers proselytizing the Anakore Faith. We should be really, really loud about this. It should be as comical as it would be obnoxious. As adamantly as we would insist to people the virtues of Anakorism, we could vehemently deny any interest, or even knowledge of what an Anakore is when the Templarate eventually shows up to investigate apostacy. But if the religious angles weren't precisely your thing, let's suppose we might want to play a pair of SLK from yet a third sect, who felt that the most respectful way to venerate the Anakore were to hunt down and process as much Anakore specimens as possible. Of course we'd want to head into the city centers to proliferate these craftworks to the unfaithful, helping them both to benefit from and become educated about the virtues of the hides of the mighty anakore! And like maybe we wouldn't shut up about it, the way that Apple Computer/phone fanboys won't shut up about Apple, maybe we won't leave people alone unless they buy and wear something anakore. I like this particular angle both because it would give us plenty of things to do (hunting, crafting and selling) while providing us with a soapbox to bad mouth the rival sects of Anakorists who were less commercial than we were. I could keep going. That took me five minutes to think up, and about ten minutes to type. These sorts of problems are fixable. You can't go and roleplay with an anakore. You can go and emote watching it reverently from a distance or whatever, but after five such solo RP sessions, you just fucking lose interest because it isn't something anyone else is gonna give a shit about. And I'm so on your side there. I think that the territories should be redistricted to bring people into closer interaction with desert elves. So you default to "defend the homeland!" roleplay because that's a universal language. I would challenge this. If this is what you want to do, then I think you're better off (or rather, the game is better off) with you playing a zero-karma City State soldier, or crusader or partisan or privateer, or failing that some sort of strong-arming Byn splinter cell. Stealing is one thing that I can forgive d-elf players for neglecting. And here again we disagree. Without wanting to make a big point of it, I would add simply as an addendum to the above points, points that I was much more serious about, that one who had no intention of stealing should abstain from playing an elf. Elves steal. In much the same sense I feel that half-giant is a poor role for someone who wants to play a talkative or comic character, or anything other than a follower type. And if someone wanted to play a hip, emotional or sympathetic character, a dwarf would be a poor choice. I'd argue that humans in game provide a very extensive, versatile tapestry with whom a wide diversity of character types are possible. In real life, nonhumans such as dogs are seldom disloyal, cats are seldom cuddlesome and mice are seldom brave. Adult, middle-aged humans are impressive because of their richness of individual personality. I mean, the race doesn't get steal as a racial skill, and it doesn't make a great deal of sense to play a d-elf miscreant. Oh, you think elven abilities are subtly nerfed. I tend to agree, sort of. Careful about getting Delerak started! So you're left with the "other kinds of stealing," which is pretty futile in most cases. Unless it's the kind of stealing where you cut someone's head off and steal their shit, of course. And here I sort of think you're mostly right, but that if you applied a little bit more creativity you'd get better results. If that's not your bag, then sadly the staff rules unfortunately prevent me from taking you under my wing and showing you how to rob. As promised the SLK canon: Hmmm, worship the Anakore? OK, most of us seem to have that down pat. OK, so stealth, cunning, intrigue, raiding, theft, outdoorsy, warfare and hunting? I see. But outright murder isn't mentioned. Throughout history murder has been a relatively rare capability in humanoids. Got it. Tough people, but not ostensibly cruel. Yeah, I think most of the people that dominate the desert elf tribes are, unfortunately all too often merely looking for an excuse to PK.
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Post by lyse on Apr 1, 2019 10:08:33 GMT -5
The problem with d-elves are twofold: precedence and documentation. Precedence is a problem that plagues the game in general, but in the case of delves it’s especially problematic. Documentation for d-elves don’t quite fit the game as it is, which is why I’m thinking they added this new tribe.
When you think about D-elves two or three things immediately jump out at you: 1) Blackwing 2) Redfangs 3) That gith plot from a couple years ago that turned into a pk-fest. A couple of these you can obviously see what the problem is. Let’s start with #1 though, why would Blackwing be a problem? Blackwing are a problem because they set the precedent of dominating the game. When Blackwing was playable, they could go anywhere, had a hand in just about a everything, could run across the map without stopping, the list goes on and on, but the point is there was a time where they broke the game. Might’ve been awesome to be a part of, but it set the precedent of everyone that followed to try to break the game. The problem here is the way the game is now, that will never happen again. 2) Redfangs- I think this is where the precedent of PK d-elf came from. There are different versions of what happened, but one thing is for sure it centers around pk. The game is past the point of pk clans and it should be. The problem is those players didn’t just disappear, they went to other clans with the same mentality. Notably SLK...because they tough. Then there was an attempt to turn them into the Redfangs. I’ll get into that when I talk about documentation. 3) The gith war- This is a culmination of 1 and 2. With the added fail of having it centered around a magical clan and a anti-magic clan. I mean...what could go wrong there? Not to mention that was a combat oriented plot and gith were made playable. Too many moving parts and it ended up exactly like you would think it would....AIDS. What could’ve been a good thing, turned to absolute shit.
Now, there are other things like the closing of Tuluk, players who didn’t read the docs, etc. But those precedents really hurt D-elf play the most.
So let’s talk about the docs. When you think about d-elves the first thing that comes to mind is raiders. I don’t, but 90% of the playerbase does. That’s a problem. I also wouldn’t go down the rabbit hole of “they steal” it’s not that they steal; yes, they steal but it’s more so they steal because they’re opportunistic and they think they’re smarter and better than everybody else. So, you want someone’s boots? Literally stealing them is not your only option. Any other form of swindling is perfectly legit and even preferable because you want them to know you swindled them in the end. Very few players get that. It’s very hard to model that too because of precedent.
The docs needed to be rewritten as a part of the closing of Tuluk. First though, let’s look at the tablelands. There’s no real reason for a non elf to go there. Unless it’s for wezer poison or to skill up on the gith that spawn there and you’re going to do that off peak anyway, so the motive for going isn’t going to be to interact and role play anyway. There isn’t really a reason to go there, there’s no commodity that you would want that comes from there on a regular basis. That’s a problem, it wasn’t really connected to the world in any meaningful way.
If you looked at the two playable tribes, well I’d lump this problem in with the same problem human tribals have: they’re weak sauce. Because they’re weak sauce, people don’t stay in them very long to impact the game or even kick off a meaningful plot. Like with human tribals (trust me on this I’ve played a lot of both) the average retention rate is about two weeks for these clans. Part of that is the docs.
If you compared the Sunrunners’ docs to SLK it’s like reading a novel and reading a pamphlet. A quick glance at Sunrunner docs you have a pretty good idea of daily life, the structure of the clan, magic, etc. You read SLK’s docs? The matriarch of the clan magically fucks an anakore, has elven babies...but they hate magic? Not even earth magic? Really? Huh....you don’t make anything really, there isn’t much of a clan structure. You’re a child, you have a test, you’re an adult, you join a band, the band pretty much does what they want. It’s not hard to see why a clan like this ends up with a lot of people that want to pk. At best, what you can get from the docs are: you are a small, tough clan of survivors. You practice the ways of the anakore because he too uses stealth, cunning and is smart enough to pick his battles. You’re a spartan of the desert that favors stealth. They’re basically the special forces of the desert. Are they ever played that way? No...they’re limited to the most boring part of the map.
Sunrunners suffer from the exact opposite. They can pretty much go anywhere, but nobody gives a shit about what they sell. Because they sell booze. So you mean to tell me... a tribe of merchants that worship the sun, they’re just known for booze? Not for making cloth that has fire resistant properties, not lightweight, yet breathable yet strong fabric that’s damned near bulletproof? Just booze...hm, ok. So they’re basically human tribals...selling shit nobody cares about and they fuck a lot, because why not? I always imagined them a humans that ran around with fake elf ears.
I can’t really talk about the new tribe. I hope it works out. I will share a couple of thoughts. I hope the docs for them gives them a reason to be a part of Allanak and I hope the docs for them explain what it is to be a d-elf. It’s time for a new precedent.
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Deleted
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Post by Deleted on Apr 1, 2019 15:34:18 GMT -5
I mostly agree with Lyse (as usual).
To me the elephant in the room is the whole elven trickery thing. Elves are known as a race of cheats and thieves. Unless I can see how exactly they are getting over on me or I have no other choice, why should I waste my time on -anything- that comes out of their mouth? I think this is the exact reason why elves "work for me" in the Byn or the Garrison, and not as almost any freestanding tribe.
The sun runners selling alcohol, to me, is a barely forgivable form of trade. The elf gets something permanent in the form of coins or goods, and the buyer gets screwed in the form of something temporary. Uh ok. Yet, if I wouldnt buy poison cure tabs from an elf, and I wouldnt eat anything off the ground in an elven territory, why would I drink purchased liquor after the SR elf disappears over the next dune?
If they were the only escapist drug seller in a harsh world... well, maybe. With noble houses north and south selling wine, common ale and such sellers, spice merchants and House Kurac also selling alcoholic brew, that doesnt hold up either.
I would love there to be an outsider playable race in Arm. I just dont see how desert elves qualify. If I want to play isolationist, and sometimes I do, dwarf, human or halfgiant make better platforms for any number of reasons including visits to society.
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delerak
GDB Superstar
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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 Jun 29, 2019 14:22:22 GMT -5
Combine the two races, make elves a karma-required race in general and retcon the city/elf- desert/elf separation nonsense. This would fix a lot of problems you find with elves in general. City elves are just as poorly played as their desert counterparts.
To me Two Moons represents the idea of combining city/desert elves into one race and letting them do whatever the fuck they wanna do. Which is what elves should be doing. Stealing/raiding/thieving/etc. all within a tribe period. There should be very few tribeless elves, in fact there should be none allowed from the PC side, it just makes things fucking difficult roleplay wise and it is also boring as hell.
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Post by pinkerdlu on Jun 29, 2019 14:30:11 GMT -5
Agreed ^
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Post by Deleted on Jun 29, 2019 18:37:35 GMT -5
I would've genuinely liked it if celves and delves all became celves, lost their super running ability, but were granted thematical permission to excel in the city and wilderness both. Let them be the wonderers and vagabonds that they should be.
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