826

(10 replies, posted in Saga of Ryzom)

I agree totally with Darkhawk. Trivializing death also removes the fear of death and excitement of danger. Which in turn removes way too big a part of what heroic stories are all about.

When I was trying out SoR for the first time and asked the first roleplayer I ran into about how to RP respawning, she said she did it pretty much exactly the way we're doing it now (teleport + healing). So we're not completely alone in our little bubble of alternate reality here.

So let's keep doing it the way we do it now.

Is it still about contemporary people in a very strange land?

Sounds like a nice game then. But my list was far from complete, of course. URU, for instance, (played the single player game) gives a rather artsy, surreal, dreamlike feel, which is not for everyone (could be for me).

829

(5 replies, posted in Saga of Ryzom)

This works.

As for literacy, it's true that refugees fighting for their survival in the wilderness on a daily basis would definately not care about education too much.   So there would be quite a few, maybe the majority of our characters, mine included, that have no idea how to read.

We'll never find a game everyone will like, I'm afraid. There's too many factors to consider. Unless there's another non-combat sci-fi cartoon game with time-based skill system, RP-friendly community, cute chimbots, and the possibility to affect the development of the world, we're out of luck.

I just don't think we should ruin this community by trying to force it to stick together. (Of course, it's easy for me to say, as I'm more or less enjoying SoR.)

That said, if a game comes up that more people like, I can be convinced to give it a try.

EDIT: However, I don't really like the idea of jumping from one game to another indefinately on the holy quest of finding the perfect game for us all.

831

(3 replies, posted in Saga of Ryzom)

Just... don't call it the "Great Caravan", okay? My character would never join something that sounds like "Great Karavan", and being illiterate couldn't tell the difference.:)

Strange how people have such opposite opinions about the amount and level of roleplaying in SoR. I heard from a couple of veterans there's a lot of good RP, and also Trevenni mentioned the Zoraï capital was "teeming with RP" when she got there.

833

(9 replies, posted in Saga of Ryzom)

I recommend this to those who want to give some extra spice to each others' stories:

Make those four extra character slots useful by creating sort of semi-NPC characters you use to drive a storyline forward. Bring back someone's long-lost lover just to have him killed off in a tragic accident, bring a message from someone's relatives from a faraway land, have a mysterious figure give the PCs an equally mysterious quest... Perun's mother is one such character, created only for a few nights' play, and I think it worked quite well.

Unfortunately, these character's must start from nothing, like all other PCs do. However, the first few crafting quests are a pretty quick way to get enough money to clothe your character appropriately, and by adding in the Yubo quests you get a pretty visually convincing avatar.

Of course, you may want to be careful and make sure your target accepts you messing with his storyline.

I don't think it's necessary to have rules/agreements on how to roleplay each and every gameplay element. I'd rather trust our imagination and just make the details up on the fly, rather than try to memorize a ridig set of rules. Apart from the harvesting problem, which I know nothing about, most of those mechanics/roleplay translations are pretty straightforward.

Nevertheless, here's my input on the topic:

Hit points: quite simply, they measure how close your character is to death. Usually the lack of hitpoints means wounds, sometimes another kind of health hazard (like goo damage). If we want to really go deep here, I'd say that only the wound that knocks you out is truly serious. After all, you can go on normally if your health is at 1 and it naturally regenerates all the way back to full.

Stamina: physical exhaustion from a long hectic battle or whatever best suits the situation.

Focus: a little trickier, but I suppose it measures your ability to focus intensely on your task. When it runs out you get disoriented, because your mind just needs a break from all the thinking/looking for open spots in your enemy's tactics/whatever. Whatever you were doing, you lose focus of that.

Sap: not sure if it's explained differently somewhere, but I'd see this not as actual physical sap slowly dripping from a treeside. (If it were, how would you regenerate such sap during battle, and why would you have a maximum based on your mental stats?) Rather, I see it as a mythical life force, the blood of the planet that flows within us all and can be drawn on to perform extraordinary deeds (and it just happens to be called "sap" instead of, say, "mana").

Remember that this kind of set of four numbers to describe the state of a human being, is always an abstraction, and the same mechanical situation can be roleplayed in countless equally valid ways.

As for the metric system, it would seem likely the Karavan kept that system around when the rest of the world went medieval.

835

(57 replies, posted in Saga of Ryzom)

The point of the magical communication thing isn't so much about separating what your character knows and what you know as a player. It's about giving our characters a way to communicate over a distance. Many people don't want anything their character doesn't know affect the characters actions in any way. Thus, without an IC communication system, you couldn't for example find out where the RP is. For this, the magical communication thing is a decent solution.

(Personally, I don't mind using OOC information to guide what happens in-game, as long as it's done for the improvement of the story and not for personal advantage. For instance, if I as a player know my character's rival is online at a certain location, I might log in and go to that location, because that causes an interesting conflict situation.)

836

(57 replies, posted in Saga of Ryzom)

Using universe/region for OOC feels like a bad idea, because I doubt many of us are reading it. And if I have an OOC question, I'd rather ask you and not some random power-leveller who reads those channels.

And I agree with Victoria, that I don't really get the big fuss about this. I'm never really bothered about OOC as long as it's bracketed. I suppose it's about immersion - some people want to immerse really deeply in their character's life, so for them anything that's not part of it is detrimental to the experience. As a narrativist puppeteer type I don't really care, personally, even if half of our chat is OOC/metagaming.

That said, I'll go along with this telepathy thing as Darkhawk explained it.

It's not necessarily even about playstyle, but simply about time. If you spend hours each day playing, you don't need to grind to level up way faster than others.

Ahnion wrote:

I don't think there's someone who's got several times 25 in anything though. The cap in the tutorial area is 50. smile

For each skill. I was talking of combined skill levels, not necessary a single skill.

Agreed that the best might be if none of us grinded at all, and I admit I've been grinding myself, so if someone plays even less than me, the same problem is there. That'd mean, of course, that we couldn't progress in the game as a group near as quickly. Which I wouldn't mind, if our ability to create our own content didn't depend on that...

EDIT: Considering the guild/guilds, one alternative still not mentioned would to join some of the existing RP guilds. That would further enlarge the network of contacts and RP, though we'd not be RPing with each other as much as we would in a guild of our own.

I agree that we should start gearing our RP towards keeping the community together. I've made a couple of connections myself, though it would be a stretch to go to great lenghts to meeting them up again. But I will not leave my brother, so if he wants to meet up, I'll be there too.

Ahnion wrote:

Given that some of us don't grind to insanity, I don't think we're likely to have a level variety as wide as a hundred and if we do, well, are you really here for grinding monsters? There may be an issue or two when we do missions and such, but if you just relax and let your character be dynamic enough to accept that you're not teh best figher evah, you can just play it out like it is - someone is a lot better than you. It happens. In Seed we had to contend with the fact that the old Seeds could do pretty much anything any newer Seed could do and more. We made it work there.

I have no need to be the best fighter evah. I'd be happy to be second to a senior warrior, and don't even need to be the best in my group. The problem comes when those who were your equals, skillwise, a week ago, suddenly have several times the skills you have (I currently have level 25 in melee, and not much else at all). It just doesn't make sense to me, and when it doesn't make sense, it's difficult to roleplay. Of course, those with less time to play, could always play characters that aren't so bright and competent, and I've come up with some ways to explain my inability RP-wise - but that's also very limiting. Obviously we'll have to live with this, and I will, but that's why I'm in favor of the time-based skill systems in general - even if some people still are way better than others, at least it makes sense.

I vote for sticking with SoR. Even though I'm totally annoyed by the grind based progessing system (mostly because of the level cap that's arisen between our group), I like the world and the atmostphere quite a bit. Plus I'd hate to throw away the stories we've already cooked up there.

I gave ATITD a (very short) try, and I agree that it seemed plain, boring, too simple and unfinished. And NWN2 would likely be too much for my computer. Second Life might work too, though I'm not quite sure what kind of stories it would support.

841

(9 replies, posted in Saga of Ryzom)

My brothership with Mehken (characters Faeron and Kendrus) has been an interesting thing and a source of a lot of good RP. So I encourage everyone to try to create your characters with others, giving them a blood relationship. Instead of the plethora of lone wanderers, I'd like to see mothers and sons, fathers and step-daughters, series of siblings etc. The great thing about family is that you can't choose them - but even if you disagree about everything, the blood ties will keep you together.

842

(57 replies, posted in Saga of Ryzom)

If we go for the IC chat on guild/team channels route, I strongly prefer the magical solution to the technological mobile phone like things. As far as I know, none of us possesses any other kinds of electronical or equivalent items, so it'd be really weird if everyone had their own mobile phone with them. The magical solution I could live with, and it would solve some problems, all right (most relevantly: finding out who's online and where the RP is - other kinds of organizing can be done by simply gathering in one place).

843

(14 replies, posted in Saga of Ryzom)

Okay, just found out that the editor has some idiotic limitations:

The amount of (uneditable) base landscapes you can use is based on the amount of locations (respawn points) you've visited in the official world. Because my character hasn't left the newbie island, there's only those items found on the newbie island available.

The excuse for not letting me put, say, a house on my map, is that this is to ensure our knowledge of the Ryzom world and lore...

Sheesh...

844

(14 replies, posted in Saga of Ryzom)

As soon as we know what kind of place we're going to settle in, I can put together the landscape.

Probably the easiest way to share the payment would be to pay it in turns. Sending countless 50 centers around the Internet would be too big a burden.

And we should also verify what exactly it is we're getting for that money. Is it per Ring (which would be a problem if we wanted to swap it into another one for some special occasion)?

845

(8 replies, posted in Floatbed Dreams)

As I've already mentioned, KDS had far too few dark secrets. The Anabelle deal was supposed to be one, but apparently it wasn't. Most of the anti-TM propaganda was out in the open. One dark secret would probably be, though, that Neshor wasn't actually sorry about anything Oluf said.:)

We did try to fake some readings to make the ringlab situation look more dire, but I don't know if anyone noticed. We also talked about alliances to Thosam and Esme (who apparently was with you), but little useful came from it either. It's amazing how much paranoia those little things seem to have caused in your end, though.

846

(14 replies, posted in Saga of Ryzom)

Sounds good about the server. 4.95/month doesn't sound unreasonable, especially if we manage to split it somehow (though it might be far less trouble for one person just to pay it (might even do it myself)).

847

(12 replies, posted in Sava's Garden)

I used to play Neverwinter Night's Narfell, a little fanmade persistent world. For some reason almost everyone there was a devout roleplayer or at least IC speaker.

They used an interesting way to encourage roleplaying: There was a level cap that you couldn't bypass through killing, unless you had an RP token. These tokens were given through recommendation from other players (and maybe something else too).

The GMs were also relatively active, running events for the people, and tossing around RP XP to people whose RP they liked (got it at least once).

It's still going on, I suppose, but I quit when it started requiring the addons.

848

(10 replies, posted in Saga of Ryzom)

True, Victoria. It can be great to RP the Kami bringing you back from the gates of death for one of two times, but the 20th resurrection becomes just... routine...

849

(57 replies, posted in Saga of Ryzom)

I don't like 2. It just doesn't feel right, and I'm not a big fan of trivial magic solutions that fundamentally change everyday life.

About 1, I see 2 legit reasons to use the channel OOC:
1) to find where the RP is
2) to chat (the same way we sometimes chatted on the TM ring channel, about game mechanics and stuff)

But of these three, number 3 is definately my favourite.

850

(10 replies, posted in Saga of Ryzom)

We should probably decide how we're going to RP the resurrection feature, as it might prove a source of inconsistency.

As many probably know, the game lore explains respawning as Kami/Karavan intervention - quite literally, they bring you back from the dead so you can continue serving them. Though plausible, it is a bit of a stretch in my opinion, and definately trivializes death.

Another alternative would be to just assume you just almost died and ended up in the respawn point one way or another.

I don't feel strongly either way. Any other suggestions? Opinions?