I can, but I still need to clear a few things about it. IRC would be good.
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The Seed Roleplaying Community » Posts by Ahnion
I can, but I still need to clear a few things about it. IRC would be good.
I think a calendar would be a great idea. I've seen it put to good use on RP guild sites in the past.
Will there also be further subcategories possible?
Recently we've included some drinking in our role-play. I came up with the notion, mulled it over and when I broached it IC, Wheri and a lot of others quickly caught on and developed it.
This is what has been noted so far:
Dante Sap
- Sweet, full taste. Somewhat harsh to beginners.
- Medium intoxication. Comparable to a strong ale.
Enola Sap
- Bitter and harsh.
- High intoxication. Very content state of mind. Mildly sedating.
Visc Sap
- Undrinkable. Causes strong vomit reflex.
Fairhaven (Tryker) Rum
- Rich, strong taste. Something in-between rum and whisky.
- High intoxication.
- Made from Stinga, which is found in the Lakelands.
More to come, most likely, in the journeys of the Capricious Cousins!
Oluf described my opinions as well. I've played some MUD and MUSH games, but I invariably feel I'd have more fun playing PnP. The best text experience I've had was playing PnP over IRC with a good GM.
I've said this before, but I'll say it again. I'm prepared to try anything that a sizeable part of the community likes and doesn't disagree totally with me. To describe the extent of it, I would even play WoW, because I know that this community (when it wants to) is capable of a level of RP I have never seen before in an MMOG.
That said, I think both URU Live and NWN2 are strong possibilities. I'm not really very fond of the D&D fantasy setting, but I also know how versatile NWN was in terms of creating words. However it should be said that it's likely to be a while (two to four months) after the launch of NWN2 until the amount of custom content really becomes versatile enough to enable us to make a truly interesting persistent world. Also, I believe NWN2 will be seriously taxing for people's hardware. I won't have any trouble running it, but I've quite a few heard people mention having older hardware.
That said, I have a few old ideas for game world concepts that could become interesting foundations for a persistent server. I'm sure I'm not alone in this. I also have some experience with the Aurora toolset and how NWN works, though I'm really more of a hack and designer than a scripter. (I really hope they haven't treated variables the same way in the parser this time.)
Oh, and since the scope of this thread has gone outside SoR, I move that it is moved to the Games Discussion category.
I agree completely, Tantavalist. Good post.
As for literacy, it will be interesting to see who can read and who can't.
Very interesting. Sounds like there was a lot of fiddling and trial and error while developing the technique, and we all know that the end-result was as stunning as it was unique. I especially like the occlusion map details added to the texture. Great idea there.
If only a tenth of the games out there had this kind of inspiration and ingenuity.
Great reading. Should be of use to anyone getting into a similar project.
Cheers.
The Profile/Personal section says "[img] tag: off", so I guess that's a no.
I actually tried AO on a free offer. I found the controls astoundingly tricky to manage though, and controls are a major hang-up for me. I'm still leaning towards trying it again at some point though it's going to be hard coming into a game this late. Also, it looks very dated by now.
I don't know...
You're absolutely right, Tantavalist. What you might not know is that we're actually rather ahead of you, IC. There are plans for meeting up and for where to go between a core group of us. Hopefully word and inspiration will spread IC.
Yes, I agree. After pieceing together the lore, this was more or less what I came up with as well and I'm rearranging my backstory to work along these lines.
It works, but only if we all stick to the same story. If we suddenly have two or three contradicting backstories concerning where we are and how it is that we're here, it gets bloddy complicated.
I have been beating my head against the wall tonight, triggered by my attempt at coming up with a coherent backstory (not just the various impressions in my brain) for Tinai.
I can't seem to figure out, from the lore presented on the Ryzom site, what the hell we're all doing on the island and where we actually were before we got there. Does anyone have a sensible explanation for this? What have we missed?
It would help tremendously to know...
Previously I've assumed we came up from the roots, but this is obviously wrong, since it's been quite some years since those events took place. There are some indications that island newcomers are stray refugees that didn't make it to the rainbows in time. This makes -some- kind of sense, but it's definitely not entirely established as far as I can see.
I know some of you folks have previous experience with the game so I'm posting this openly in hope that someone's gotten more sense out of the lore than I have.
>>In answer to Wheri: Hmm... well, the issue here is limitation to a degree. If everyone just had telepathic abilities, there would be little use in talking at all.
I didn't mean exactly that. First, not telepathic abilities, but empathic. No direct thought-sending or reading. Everyone is somehow attuned to Atys, the sap and other Homins. With these Homins, you can share your emotions. Telepathy (As in thought-sending) means the Homin is attuned to Atys all too well, and is probably a great magician or will one day become one. Types of empathy, as I said before, vary from Homin to Homin, and are always your decision.
I can keep describing this, but I think I'll just confuse you more.
( No, I don't think you'll confuse me more. I live in a permanent state of confusion but it's rather impervious to outside influence. )
Hm. I definitely see your point, though I am in favour of some level of restriction based on how good a magician your character is. I also see how limitation is not as necessary if actual telepathy is restricted to epic magicians. I can't help but think that this is pretty similar to the other suggestion, with the difficulty scale eased off. I think both ideas are great though, and I'm happy with either.
And Victoria, if this group/community reverted to using unbracketed OOC liberally in /say (/around), I would most likely quit.
[Edit: End quote ended up in the wrong place.]
Since there are questions about it, I'll do a small summary of the opinions I've found expressed concerning OOC.
First (because we were first to mention it, as we tend to be) there are people like myself, who for one reason or other has trouble filtering OOC out and/or want to get very 'deep' into our character. We like to keep in-character and talk as such as much as possible and often do our best to completely ignore OOC if it can be done.
Then, there are people like Tantavalist, who process OOC into IC and still stay in character. A useful trait, undoubtedly. It seems people of this category prefers having some OOC to simplify game-play.
Third, there are people who just play their character, as Kryigerof so well put it, as a "puppet". For these people, OOC is probably just as wanted and useful as for the former category.
Fourth, we have people who only arbitrarily consider their character's role and plays it all by ear, from situation to situation. These people most often seem to like OOC a lot, to the point where it becomes a cause in itself and a part of the game that they appreciate. In this category are most roleplayers I've met in other MMOGs. I think we have a couple in our gang as well.
Now, the issue isn't that one of these are more right than any other. The issue is to find a way for all four categories to play well together. In Seed this was easy. There were no OOC channels and everything had an IC explanation. I would say Darkhawk's proposition, as it looks now, should give space for all the different play styles. Please correct me if I'm wrong.
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...
I think I may have expressed myself a bit vaguely. With grind-for-XP I mean just grinding without a basic IC reason. Obviously a forager will to some extent "grind" for materials, but there's a difference between putting in that (in-game) day's work of foraging and grinding the skill for three hours just to get up to that bonus.
This way, yes, we will advance somewhat slowly in the game, and as it seems, that won't be enough for some. There's not much we can do about that. For those people, it might not be enough to settle in an area and just play things out around it, and to some extent, I suppose we'll have to accept that while the limitations of Seed kept us together, different playstyles will separate us in a game like SoR. For those of us who have play styles that are compatible enough, this is about finding a balance that accommodates as many as possible.
For myself, I wouldn't have much issue with being a lot better or a lot worse than someone else. I play my character by ear more than a set concept. Of course, that requires that the other person (whoever that may be) doesn't have a problem with it either.
Hmh. I really like Darkie's suggestion, but we can't just bring it into play unless people agree to using it.
Are you folks who want an OOC channel content to /universe and /region besides the occasional bracketed OOC? As Darkhawk said, we do need to invoke this practice as soon as possible to get the habit in. The later we set it, the more limiting it will feel.
In answer to Wheri: Hmm... well, the issue here is limitation to a degree. If everyone just had telepathic abilities, there would be little use in talking at all. I think maybe the curve is a bit steep as Darkie presents it, but there is a need to balance the capacity out. Perhaps notching it down to 1-25, 25-50, 50-75 and 75-100 would be more manageable?
I recently bought this game. I loved the old Settlers II and the remake seems pretty faithful to the original, if much prettier.
There has been talk of playing against each other online, so I thought I'd post a thread and see who's up for it and when we might play.
I haven't really gotten that far in the game yet, but I'm starting to remember how it works at least. My times are pretty dynamic, though I mostly play SoR of course. I could probably try to accommodate someone else in that respect.
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 agree here too. I've got a bit higher skill levels than you do. I think I'm somewhere in the middle range of the spectrum we have right now. It is a bit tricky and all we can do is ask people not to grind too much. It forces the rest of us to grind as well and it creates gaps. Of course, we can't just not play because someone may fall behind, but we can try to avoid the grind-for-XP type of gaming. I don't think there's someone who's got several times 25 in anything though. The cap in the tutorial area is 50.
Yes, in Second Life you buy land with real money. Also, I think it costs money to bring new things you designed into the game.
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.
In crafting I'm guessing we'll see a lot of specialisation, so there won't be as much "competition", and even if there is, there's no problem with having several crafters. Makes allegiances interesting. Are you going to go to your brother or his rival who happens to make better weapons?
I pretty much feel the same as Darkhawk. While SoR is a game of the same ilk as nearly every other MMOG out there, it's undoubtedly one of the better ones, and I can without trouble see myself playing it extensively if we continue to have the level of RP we do now.
As for other games, I've yet to see someone mention one that's better. Some people vouch for ATITD, but my impression of it, I must say, is rather negative. It feels flat and dry (no pun intended). RP needs a kind of atmospheric lushness to work, at least for myself. Seed had a lot of that. SoR has a fair amount. ATITD hardly seems to have any.
I don't know about you people, but I've been through the game list on mmorpg.com several times and I never seem to come up with anything interesting that I haven't already tried. On basis of that, my vote is to stick with SoR. No, it's not perfect, but it's better than the alternatives, as far as I can see.
I'll go a bit vague for now because this is what comes to mind.
Make sure you get the "feel" for your character early, so that it feels right to play it and you don't have to think too much about what the character's choices are in a certain situation (unless the question is really hard for the character that is). There are many ways to do this. For some it just comes natural. Others never really manage to get in-character. If you need a bit of help, there are various theatre exercises you can do. One of the most useful ones in role-playing is to set up a list of questions only your character would know (such as "what is your favourite colour?", "what do you think of your name?", "what is the first thing you remember?" and so on.) Once you've gone through some of these, you'll most likely find it gets easier and easier to come up with the answers.
This is something I subject all my players to in PnP if we're going to play something seriously. It's great for exploring a character and adding some detail and texture to the personality.
Wonderful design. Would have adored to see it in-game and such. Really quite a treat. Thanks for sharing!
Your explanation definitely works Tantavalist. The techie variety would be much easier to explain, as I hinted above. The bit about "world" and "area" is a bit of a stretch, (though wonderfully ironic) but it doesn't bother me because I'm not going to use them anyway. Still, I'm a little concerned with using OOC and saying it's IC because of the form of communication. If the communication is magical and telepathic/empathic, I'd much rather roleplay that. I can live with it, though.
Hm... hm... I really like the idea of limiting these "magic" messages in length, at least for those of us who are not so attuned to the sap. Not only does it make a lot of sense, it's atmospheric and it limits metagaming.
I'm not sure why, but the main problem for me is having OOC show up in the same place that I expect IC. It breaks my "flow" in the character immersion (and those of you who have met Tinai probably realise that flow is rather important to me) and jettisons my mind back into the being-myself-level. Somehow, having a separate window (like /tell or even better, IRC in another application entirely) allows me to ignore the OOC as long as I need to. I can get mightily annoyed if I'm in the middle of a roleplayed encounter and suddenly, in the same field as the roleplay text is displayed, I get "WOO I killed [boss x]" or something like that. When my character is alone, it's less of a bother, but still not wanted. Also, OOC within brackets work if it's brief and to the point, probably because the indication is clear. The strange thing here is that when I do get back to "myself" and start chatting OOC, I enjoy it, but it doesn't work while I'm IC, and so I want the separation to be distinct. I've heard others say the same, and it's often people who get rather deep into roleplaying.
Reflecting on this, I suppose I should get behind the idea of a completely separate OOC channel that I can toss into a tab of its own and ignore until I'm not as immersed, like I do with IRC. The question, however, is which one. As far as I've seen, the SoR chat system doesn't support creating new channels (a flaw, most definitely) and it's not given that we're all going to be part of the same guild. Then again, I suppose not everyone needs to be part of every OOC channel, so guild would work.
I'd tell we do need an OOC/metagame channel. There are times you just have to ask "I need a fine Quality 40 counterweight with good sap storage, anyone got these?" or "How do I return the 'use item enchantment' action to my panel?" or the like.
Well, the former is something I think we're all aware of. For some of us, immersion is just so much more important than effectiveness. (As Darkhawk has pointed out, RPers are notoriously ineffective.) If you really do need to ask something like that, you could do it within OOC brackets. The latter is even more an occasion where brackets would be useful.
I'm not saying you're wrong and I'm right, though. I'm just giving you another angle. Obviously there's some difference in preference here. I can say that I'd be tempted to turn off a guild chat if it was OOC.
The Seed Roleplaying Community » Posts by Ahnion
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