751

(16 replies, posted in Data Sets)

Well, there's not much to counter, really, because you're right. From an OOC point of view the major point of KDS was to oppose The Mission, because the game - in my opinion and Arash's - needed it at the time. And being such a small ring, we didn't really have too much time to do anything productive - organizing the meetings, plotting against TM etc took a major portion of our time.

I'll try to explain the IC reasons behind the opposition later - or perhaps Oluf will do it. It wasn't totally OOC, of course.

752

(45 replies, posted in Seed: The Second Chance)

So, as far as I know, we have five players interested: Tantavalist, Darkhawk, Mehken, Dustman and Mir (and maybe Norah). Please, all of you, and anyone else interested, reply to this thread once more to verify your interest (or lack of it) and let me know if Friday evening is okay for you.

753

(16 replies, posted in Data Sets)

I was requested to publish the analysis on Arash's interview that Neshor made on the KDS forums. So here goes:

Neshor wrote:
I'll try to outline the concerns the interview brought up in me. I apologize if I seem like I'm looking for things to critisize. I feel that The Mission being as powerful as they are, all aspects of their ring must be openly spoken of.

Neshor: First, please tell me something about yourself. How old are you? How did you come to create The Mission?

Arash: I am two and a half months old by now. I was originally looking to join the Starcrafters, since they shared my goals and views. They were nowhere to be found however, so myself and a few others decided to create a ring that was built upon our original mission here. And so we did. That was nearly two months ago now.

N: What was the founding date of The Mission?

A: In Pre-Da Vinci terms, it was the 7th of May that The Mission was formed.

So, he was a week old, at most, when he decided what the fate of the community would be. And even though his plans have become more detailed during the time here, I've seen no indication of them giving the goals them a second thought. True, he probably thought a lot about it during his speedtraining, but still he could in no way have had sufficient information to base his decision on at the time he created the ring.

This seems to apply to many other rings too, I fear. But luckily, not all of them have equally far reaching plans right after their leaders have been awakened.

N: Please describe your ring in you own words. The values it is based on. Its goals and dreams and such.

A: The Mission is based on a dream of terraforming and exploration, of bringing the first humans successful to the stars and colonize Da Vinci. We believe in the original mission, that was to launch a seedship, establish a base here, and let TAU terraform with help from us, so that we in time will be able to create a civilization here. Then, we wish to in turn send out our own seedship and carry on the spread of humanity into the stars. We believe we have a great duty to the humans back on Earth who made this possible, and we believe in seeing it through. One day, I dream of meeting our brothers on Earth and proudly be able to say that we did it, we completed the mission and terraformed a planet. Of course, there are a lot of steps and smaller goals to realize before we get there, but these are our overall goals. We all dream of seeing Da Vinci become green.

Fair enough, I fully agree terraforming is a beautiful dream, well worth working toward. But I can also imagine good life without it. Had TAU not fed us with images of green fields with blossoming flowers, we wouldn't know to miss it, and could live our lives in content, instead of constantly dreaming.

Of course, the current situation needs fixing. But I'm fairly certain other means to make our lives better can are also possible. One can lead a perfectly good life in an underground colony, for instance.

I'm not sure I agree with the ultimate goal of looking good in the eyes of the Eartherns either.

N: Do you have any more detailed plans on how to finish the terraforming? A time estimate perhaps?

A: We have published a roadmap, detailing our plans and the steps we think need to be taken. However, there are many steps, and we are just at the beginning of all. Without access to laboratories, an outside research base, geological surveys, launching of satellites, not to speak of repairing TAU, there can be no real effective terraforming we believe. Therefore, giving you a time estimate would be impossible at this stage. This is no small task, it is the most momentous, most massive task humanity has ever tried to achieve.

N: Indeed, it is a humongous, difficult task. How good would you think the chances of its success are? No percentages asked, of course, just a general feeling.

A: My general feeling is that this is indeed achievable. I see no impossible roadblocks ahead in this. We can succeed at this if we put our hearts and mind to it. After all, everything here is geared towards that, and here we are, ready to work towards it. No, it is achievable and I hopw I will be alive to see it happen.

I'd really like to hear what he bases the opinion of "achievability" on. I mean, faith and perseverance can move mountains, but we're talking about a planet here. He admits he's at the beginning of it all, and at the next quote speaks of needing to do extensive research on terraforming. Yet he seems to know exactly what that research will reveal, or more precisely, won't. Of course he can't see any impossible roadblocks on the way - he hasn't even started looking for them, and I fear he never will.

To create the world Arash is aiming for, an incredible number of attributes must be set right, from climate and air composition to microfauna and vegetation. And most of these factors affect each other in a myriad of ways. It's not like building a house one brick at a time, it's more like building a house of cards in a storm. After all, it took Earth several billion years, through trial and error, to become what it's now.

N: However, I've heard arguments that the problems thus far would indicate that the original terraforming plan was flawed. And this is the first time ever this is tried. Does The Mission hava a contingency plan, in case, despite our best efforts, the task should prove impossible?

A: Oh, we also believe the original terraforming plan was flawed. One thing are unforeseen occurrences that have not helped, but of course it would be nearly impossible for humans lightyears away who have never tried this before, to come up with a perfect plan. Se we need adjustments, minor and major ones we think. It will take a lot of work and research to achieve this. If you are asking me for a hypothetical situaltion, where we once disciver that it is totally impossible to terraform Da Vinci, then I'd have to say that we will see when, or rather if we get there, what our options could be. As it is now, however, there is no rational nor scientific fact that speaks against the possibility of terraforming - if we make sure we do it right.

This is good news, I believe, about the original plans. I had feared The Mission would try to put TAUs original programming back on track without carefully investigating all of its aspects. This is one of the things I'm talking about adjusting my views in the end.

However, the fact that they're going to try terraforming until it's proven "totally impossible" (I admit, my wording as well), worries me again. Since few things can be proven impossible, no matter how slim the odds.

N: You've stated that you believe our best bet is to use TAU to achieve the terraforming. How did you come to the conclusion that TAU would still be cabable of performing its function?

A: Well, look behind me, there is a depiction of TAU. Originally four kilometers in height, now only three and severely malfunctioning. Yet thos three kilometers are full of terraforming machinery, data and plans. We need to repair and restore TAU, and gain full access to all its data and functions. From there, when we have more data about Da Vinci, we can adjust and start the real terraforming. It seems to me the sensible route. To build on that which is already there. After all, we hardly have the resources for other projects on the scale of TAU, nor is there a reason not to use TAU. Afterall, that is what it is created for, and by all accounts, it can be made to work too. We believe it will be the best and quickest way to achieve the terraforming.

No problem here. It would be my guess as well that the best resources for terraforming are those that were meant to be used that way. Nova Gaia's ideas of using plants are worth investigating as well, of course, and I don't see much conflict between the two views.

N: Tell me then, how do you picture Da Vinci when you look into the future? The planet, as well as us on it.

A: Not surprisingly, I picture it as a place resembling Earth. Rolling fields, lush forests, snow covered mountains, deep oceans, and teeming with life. As for us, I see us building a clean, democratic society with nature and technology co-exixting and without violent conflicts. TAU has taught us the futility of that, and I really hope we can keep it that way. Those are my dreams for the future, as well as the goal I work forward to, for Da Vinci.

N: How about children? What is your take on that? Will the utopy have those?

A: First, I must correct you, this is not utopia, this is something we have the tools and the will to make happen. And then... yes, of course we think our new world will have children. We should not deny our humanity. There will be a place for children, family and loved ones of course. This is part of what it means being human. We believe in us taking the full step once we finish terraforming. Eating, drinking, procreation, raising children... It is all part of it.

Beautiful dreams, true. But focusing on dreams instead of reality can be dangerous.

N: This, I believe, is related to the fact that your ring is opposed to genetical engineering of humans. Can you tell more about that? How absolute are you about this?

A: Well, it is not necessarily related to that, but since you bring up that topic: Yes, we are opposed to tampering with what makes us human. As it is a hard, philosophical debate to know just what makes us human, we wish to draw the line at any modification of our genes. We wish to remain human and not turn into utopian superbeings who do not age, do not eat and do not raise children, so to speak. Granted these are two extremes, but once you enter that path, there is no telling where you stop. If we once meet our brothers from Earth again, after hundreds or thousands of years, we wish to resemble them, wish to still be human. We do not oppose natural evolution of course, but we do oppose forced evolution.

So... because it would be a hard philosophical debate to know what makes us human, he'd rather just decide on it and make it a fact. "Humanity is based on our genes, end of story." True, his way we would certainly be on the safe side when protecting our humanity (assuming it has any intrinsic value), but if that's what we're after, we'd have to be vary of any kind of advancement. After all, humanity has come a long way from the head-bashing cavemen they once were - much with the help of social development and technology. Maybe we lost our humanity a long time ago.

They also seem to apply a completely different logic to genetic technology as opposed to other fields of science. Following his logic, he should also oppose the light bulb, because electricity may lead to electronics, which may lead to computers, which in turn may lead to self aware artificial intelligences that take over the world in three nanoseconds.

Mind you, I don't advocate jumping headlong into this technology either. But this kind of fanaticism gives me the creeps.

N: Would you use a retrovirus to save a person's life? Or is the natural circle of human life worth dying for? For yourselves? For others?

A: Neshor, earlier I told you we did not want superbeings who did not age. And I told you we were against genetic manipulation. Using a retrovirus is genetic manipulation. So I believe I already answered that question. Yes, we want the natural cycle of humans to continue. Birth, experience, giving birth, dying in time, after a hopefully meaningful life.

Absolutism at its purest. "Didn't you understand, we're against this? Thus, there can be no possible situation where we'd make an exception."

And he talks about the superbeings again. I, however, was talking about nothing more than an adjustment to our immune system, to make it produce some antibodies to fight disease. There's a lot more variance in the human genome naturally - in fact, each of us was born with hundreds of different mutations in our genome, although admittedly, most of them are irrelevant.

N: There are some rings in the Tower, however, who don't see things quite that way. Evolution and KDS included. Are you worried about that? Are you going to do something about that?

A: Why is it dangerous? Surely it is not more dangerous than it being resolved through democratic voting, Neshor? Apart from that, Evolution do not, I think, want to pursue genetic manipulation to the extent you seem to imply - there is no opposition between us and them as it stands. Apart from that, I wish to make it clear that with our knowledge of medicine, it is possible to create cures for possibly all diseases, also by engineering plants for this purpose. You present a fictional case where only genetic manipulation could save the life of a little child. That is an artificial example. Of course TM, as well as all the other rings who oppose genetic manipulation of humans, will be able to create cures for any possible diseases. There is no need for a retrovirus in that regard.

I wonder what "extent" I "implied". I'm fairly sure Evolution would accept using gene therapy to save people's lives.

I apologize for my harsh words, but this arrogance is making me angry. So he's sure we can cure all diseases with our medicine... Right, we've seen that. As far as I know, Rowen is *still* sick, despite our best efforts. Sure, we can probably find a cure at some point - but will he be alive to enjoy it? And had his illness been airborne and lethal we could all be dead by now. True, gene therapy is not a magic cure for all ailments, but it *is* one option among others, and sometimes, quite probably, the only one at the time.

N: It's true that we've been speculating for a while here. Let's get back to some more contemporary topics. Tell me, what is The Mission doing right now? Projects et cetera.

A: Well, of most note for the Tower are two projects we help out in. That is, the fungus investigation and the Chimbot Hijacking Project. As for the fungus, we are working together with the BHSU on analysing it and identifying ways to clean up the infestation. We have already made good headway, and are working as hard as we can on several promising sub-projects there. It is my hope we will have the fungus cleaned up within a reasonable timeframe. As for the CHP, that project is known by most of the Tower, I think, as most of the Tower are either backing it, or actively helping it. As of right now, the production phase of the CHP is nearly finished, although the recent flaws with TAU have delayed this phase.

N: Can you give an example on how you contribute to the fungus project? One of the sub-projects? What is it that The Mission is good at doing?

A: We have been providing the BHSU with equipment and safety gear. Most important in this case is that we have supplied them with Environmental Test Kits. Together, our researchers have collected samples. Right now, we are developing a special microscope to study the gungus in depth, while they are experimenting with amino acids tailored to killing it. As to what we are good at doing: We are very effective organizing things and believe in the importance of all the members working together in unity to help out the whole. This approach has yielded good results, we think.

All right, this is, of course, good. The Mission is an efficient ring indeed, and there's a lot we could learn from them. And they've been mostly good for the Tower thus far. It's the future I'm mostly worried about.

N: How is your ring organized? Hierarchically? Democratically?

A: Apart from the leader and the two handlers who can speak on official TM policy and recruit people, we have several coordinators. Coordinators of repair, production, administration, and coordinators of the investigations and projects we work on. These coordinators are picked by consensus and step forward according to motivation and fields of interest. They then research their fields, are responsible for coordinating our efforts there, and for briefing the rest of the ring. These positions shift as the situation demands. In general, we have a structure where we listen to all concerns and try to reach consensus.

N: How has this been working? Have you been able to find consensus on all important matters? If not, how do you make decicions in those cases? Vote?

A: This has been working very well. We discuss things until consensus has been reached. There has not been any case yet where this did not work. Of course the leader and handlers would have the final say if we could not reach consensus, but so far, that has not happened.

This sounds good, if it indeed is as rosy as he describes. It could be, though, that Arash is practically leading with his personality, his strength of will, and the fact that his views would perhaps be taken as the "official" interpretation of the mission. However, I'm speculating here, and would certainly need more information before confronting them on this.

N: I have one more topic I'd like to discuss. Or, more precisely, to return to the discussion on terraforming: As far as I understand, many methods of terraforming include huge scale events such as throwing ice comets on the surface or other similarly drastic measures. With misfortune, such things could be a risk to the colony. My question is: What level of risk do you believe is acceptable? Do you believe that the advancement of humankind as a whole is worth risking the lives of this entire colony?

A: First off, we do not think we will introduce much additional risk from now on in terraforming. Each step we take from here will be carefully researched, monitored and implemented, if it stands to TM. Before we begin on these things, we need to do a huge work with gathering information. However, we do not think we need to do anything as dangerous as what has already happened. I simply cannot see a situation where we only had one option if we wanted to terraform, and that option would risk our lives. And if it happened, you must remember that we terraform for humankind to have somewhere to live and enjoy their existence on this planet. Risking their lives would run counter to that.

N: So is your answer that you are not willing to take any relevant risks?

A: My answer is, as I think I expressed clearly enough, that there will be no risks of the magnitude you outlined, in regards to successful terraforming.

Right... once again, Arash knows exactly what is involved in the terraforming, even though, according to his own words, they haven't even started the research. Once again, he can't see this situation because he hasn't been looking for it.

I refer back to my allegory of building a house of cards in a storm. I agree with Arash that by careful research and risk analysis we may be able to reduce the risks to an acceptable level. But even as the great advocate of research even I don't believe we can always think of everything. We are talking about increasing the temperature of a planet by tens of degrees Celcius. No risk of unforeseen climatical changes? We're going to release Earth bacteria into the atmosphere by the billions. No risk of them taking a few evolutionary leaps in the new environment and becoming unrecognizable to our immune system? These aren't facts, of course, but I, for one, can think of such situations.

N: Well, that was all I had planned. Is there something you'd like to add as a final comment?

A: Yes. I hope this interview will serve to motivate and inform seedlings. There are many rings who do good and effective work on bringing us forward into this future we must give our all to achieve. The issues we have discussed here are big issues, but I believe that if we loose sight of those, loose sight of the big goals and visions, then the tower would indeed be a bleak place without hope.

I truly agree with Arash on this. I wish it will motivate the seedlings, members of The Mission and the others, to consider and discuss these issues. I also hope the members of The Mission have enough humility to see the errors in their ways when needed.

Soon, when the article has been published, we will start to force these issues into the light of day. Not all at once, but in the course of a hopefully long and meaningful discussion.

754

(45 replies, posted in Seed: The Second Chance)

Darkhawk wrote:

Ok, here's my view on this.

In many ways, it is very tempting to wish for a continuation of Seed, with the same chars as Norah says. That could potentially, ideally be very great. However, I don't believe it is feasible.   It would take too much knowledge to get right. And I only think the GM's and certain TM members have an overview of that knowledge (and yeah, I'm not volunteering for GM duty here, that's the kind of guy I am wink). That would be too much, and perhaps the GM would also think it too limiting. So here's my suggestion:

Alternate Seed universe. Same background story, same NPC's (TSR and so, plus of course whatever the GM's come up with), same everything, apart from the chars we played. Like our chars waking up for the first time, that 4th May last year. Ah, without the bugs ofcourse wink

I like this quite a bit.

Seems like the only way we're going to get enough players on board is for me to GM a campaign closely related to Seed. (Tantavalist, will you join such a game?) And this one is the most interesting to me so far, so unless there's an objection, let's do it.

Darkhawk wrote:

Everything but the chars would be there. And of course things might and would develop in completely different ways from there. You could say only a few colonists were out (we woke up after that huge storm took out much of the tower, wate r gushed into the reactor, and 40000 or so died), or that thousands of new colonists were. You could do what you wanted of course. I think this is the best way to do it. Obviously, there's interest for it to be quite Seedish, and without that aspect, we won't have enough players. Ideally, I'd say at least 5 players, more would be fine, it's easier to handle on IRC, and with a potential helping GM.

We played a five-player Harry Potter campaign for a while, and the GM said it got quite hectic, so if we go above we should either accept there will be long pauses in GM attention, focus on different groups on different sessions, or have several GMs.

Darkhawk wrote:

Now some practicalities for the GM's. You should speak to Ahnion and or Sandling. They wrote down the complete datasets. These are invaluable for background lore. And you should speak to me and, of course, especially Esme, with specific questions about rings, lore, happenings, such things. My memory is bad, but at least I was in the middle of everything. Esme would have the advantage of actually having had access to all the secret knowledge though (at least I think she did wink).

It's naturally a good idea to consult those sources, though I think we can play a few scenarios even before reading them. (Now how would I contact Esme? She's been pretty absent lately.) The story itself could probably be used pretty much as it is. However, I'd make at least the following changes:

1) No standing around hatches wawing a tool at it. Instead the repairers will have to get fully into it, crawling in tight spaces inside the machines etc.

2) No need to wait for the implementation of different features, so injuries would be there from the start, as well as maybe steambaths and other such things.

3) Generally, there could be small spaces and plenty of other details

4) Less bookkeeping, which would mean a far more abstract economy than Seed had.

By the way, I never quite figured out where the floatbeds were supposed to be. In the floatbed chambers, yes, but I never saw any doors or tanks or anything there. And how did all our hundreds of floatbeds fit into those two little rooms?

Darkhawk wrote:

Also, I have a very nifty tool for tracking trained skills. It's up to the GM(s), but why not keep the general idea of the skill system? TAU speedlearning things into you all the time. What skills these are could be modified to fit in with what the GM wants, and you could easily think of a TAU hacker getting TAU to teach him combat skills, etc. Whatever you want. Anyway, this tool can be set up with any kind of skill you'd care to include, and can keep track of all players for the GM. Nifty.

TAU speedlearning would be fine, but the rules should be changed, I think. For example, the repair system: In the MMORPG, it was all about how fast you could repair the damage, and you kept repairing similar hatches for long periods of time. In the IRC RPG I would, however, use a more traditional method, where repairers would be given specific repair tasks, and depending on their skills (and perhaps tools) and a roll, you would either succeed or fail, with appropriate consequences. Due to this, most of the original skills would need to be either removed or given a different meaning, as they usually dealt with time-related things.

Darkhawk wrote:

There are probably other things too, but.. Anyway, I'll leave all of that to the GM(s).

I'd say the GM's gather knowledge, prepare story, then make backgrounds with interested players? And that we get as many on board as possible. A RP session once a week or even more is not as problematic as playing a MMOG each day, so.. Should be possible.

And Norah, you should really join in you know. Why? Because it's Seed, you're bored, and you crave RP.. There wink

What do you mean by preparing a story and making backgrounds? Newborns don't have any backgrounds, and the story we already know. Or do you mean, prepare the first scenario? I figure being born and familiarizing with the world, with something extra to spice it up, would be a good way to start.

One more thing, before we get too excited: scheduling, the death of most campaigns. Considering I need to wake up at 5:00 GMT weekdays nowadays and that both Saturday and Sunday are taken by face-to-face RP already, it'd be very nice if we could play in the Friday evening. Alternatively, we could play from, say, 16:00 GMT to 21:00 GMT one of the other weekday evenings. Please tell me if your limitations on the schedule.

755

(45 replies, posted in Seed: The Second Chance)

Tantavalist wrote:

I'd be happy with any Hard-SF setting that had elements of politics, colonisation and exploration in it. A Seed-style setting where everyone was part of setting up a new society would fulfill this, but even setting one aboard another Seed-ship would be too much like Seed for me. There's also the fact that, unless the game is to become rather boring, then there would have to be another disaster which cripples the projest just short of making it hopeless- which really stretches suspension of disbelief for me. After all, would any of us really find it challenging to play in a fully-functional Tower where everything worked?

This is true, though it'd be hardly the first time when the story of a spinoff resembles that of the original in way too many ways to be logical (Stargate Atlantis anyone?).

EDIT: So yes, there should indeed be some severe difficulties hampering the project, though they wouldn't have to be all similar to those in Seed. (A cliche one that I'd not use would be the interference of natives, for instance.)

Tantavalist wrote:

My own preference would be for a different setting with a different set of challenges. The colonist/pioneer feel could be kept, but I'd be happy for any game with the level of political RP that Seed had.

I've had an idea that I've been playing around with for some years now, in one form or another, of a game where the Solar System has been colonised and Earth is dominant, but failing slowly. The players would be the various major factions other than Earth, and play would span several decades of game-time as they play out the forming of the new order. That's one setting I'd love to try with at least four Seed players... Perhaps the ones who've shown interest in Alpha Centauri, since I envisage something similar.

I like the concept of long time-span, so I'd try this one out. But the colonist aspect of the Seed-like game interests me more, especially the themes such as terraforming vs adapting etc. But anyway, I'd rather play than GM (already have one RL campaign), so I won't get too demanding.

756

(45 replies, posted in Seed: The Second Chance)

To make it perfectly clear, I would not try to GM a faithful conversion from Seed into an IRC RPG, and definitely not try to continue any of the old storylines (or as quick references at best if it's a Lower Cluster game or something) or use any of the old characters. It would be more like playing one of those licenced RPGs like Buffy or Star Wars - the story's new, the GM (and players) make the feel in the end, but the overall setting, themes and style are mimicked to some level.

And to make it perfectly clear again, it would not be an MMORPG by IRC, it would be a roleplaying campaign. That means specified gaming sessions when everyone is on (if able of course).

And if I were to GM I wouldn't try to be another Zorg or Bifrost or something, it would be my game, and even though I'd try to keep the essential parts of the Seed feel (what's the point otherwise) there would be differences. Also I'd vote for changing some parts of the gameplay that really only make sense in a computer game (such as special "hatches" behind which reside all machinery that ever gets damaged or trivially curable major injuries). EDIT: Also, the level of detail would have to be ge tuned down - no point trying to model all the different tools or tradeoff abilities or anything like that. It's the story I'm interested in, not the gameplay elements.

My vote still goes on a Seed spinoff, but I'd be just as happy with an "original" setting too. Tantavalist: would, for example, a game set on another of the Seed ships be too close to the original for you?

EDIT: And one more thing: My intent is not to recreate Seed to satisfy our nostalgia. It's simply to take use of the great things in Seed setting and themes to create something similar yet new.

757

(45 replies, posted in Seed: The Second Chance)

Darkhawk, Kendrus and Mir also mentioned interest on IRC if I recall correctly, so I guess we're talking.

As for what to run, I'd personally prefer a "Seed spinoff", that is, the Seed setting but not the same characters and places as in the MMO. Perhaps also change some of the most obvious MMORPG conventions like ring channels, auto-learning etc.

And I agree 4 is a minimum if people are going to be of different rings. IRC roleplaying has the benefit that it's allows easy party splits (as long as the GM types fast enough), so we wouldn't necessarily have to be of the same "party". Two PCs per ring might be a bit too few, though, although well specified NPCs would fix some of it.

758

(45 replies, posted in Seed: The Second Chance)

I'd be happy to let you GM it if you like, Tantavalist. My original thought was, actually, that it would be great to play in such a campaign.

759

(45 replies, posted in Seed: The Second Chance)

I'll resurrect this thread with a suggestion of an IRC roleplaying campaign with heavy Seed influences. We could:

1) Continue from where Seed left off (ignoring Darkhawk's ending). I don't think this is such a good idea, though, as there were so many plotlines going on it would be impossible to track them all in a single GM game.

2) Play in the same world but a different group of people, such as people from the Lower Cluster or one of the other Seed ships.

3) Use an original setting with heavy Seed influences, especially when story and themes are concerned.

We would have to play some weekday evening, after 20:30 GMT.

Anyone interested please reply here.

760

(57 replies, posted in Saga of Ryzom)

Miho wrote:

I agree that death is not death. I'm not sure about the portals but someone must have created them so it stands to reason that they are focus-points for Kami or Karavan power.

Karm's version about the portals is that they're some sort of an integral part of Atys and thus not of the Kami or the Karavan. Of course, it's just one of the versions of the background lore that's being speculated about and floating around in the lack of developer confirmation.

As for communicating with outsiders, I usually just adapt to their way of doing things. For instance, in the Samsara, I spoke without effort on the guild channel while at the same time communicated with my brother using only vague ideas and impressions.

761

(57 replies, posted in Saga of Ryzom)

I agree with everything you say, Darkhawk (except about every other roleplayer chatting freely over tells and guild chat - Karm uses pretty much a similar thing as we do, with vague images and concepts).

On the sending thing I'd also add that you may want to customize it for your character based on whether he/she's a visual, tactile or aural person. Faeron, for instance, only rarely sends recognizable images but he can send tactile sensations, smells and tastes easier. This is because I think it's interesting to try to describe your location through those senses, instead of just sending "*image of a street in Pyr*" for instance.

And since you asked, I will once again whine about the biggest immersion killer in the game: the level gaps. Right now, Faeron has 50 levels in melee fighting and nothing much else, while some of those who started at the same time have several skills around a hundred. This is because I've spent orders of magnitude less time in-game. I have no IC explanation whatsoever for my character's lack of ability, except for him being a talentless lazy loser while the others are hard-working mega-genius wonderchildren. So should all casual players be forced to play only lazy, untalented characters?

Now you can ignore this mostly while roleplaying, but whenever you go out fighting, for instance, you just can't not notice the level gap (unless the more skilled party voluntarily stays back, for which I thank you Mehken/Kendrus).

Unfortunately I don't have any solutions to suggest, so I guess this is merely one more unconstructive rant...

762

(27 replies, posted in Sava's Garden)

I'm playing someone called Faeron.

And don't believe Darkhawk's advice about creating a character with any beliefs you want. Better just go with the crowd. At least check before making your character that there is a suitable active RP guild for you, because there is not an RP guild for every viewpoint. (I've been trying to play a devout Kamist without finding a single suitable group.)

763

(27 replies, posted in Sava's Garden)

I have a very vague memory of someone called Elfus in The Mission at some point, so if you remember Theodore (or maybe Neshor or Phuriphat), that would be me.

764

(19 replies, posted in Games Discussion)

Lots of good thoughts here.

But how about going a little deeper than storylines and emotes? Do you believe the contemporary basic concept of an MMORPG is the perfect one for roleplaying? I'm talking about such basic things as walking around in a 3D world that represents a continuous part of the game world, performing predefined actions such as fighting and crafting. How about NPCs and quest structures? Social structures? Are character skill development or random die rolls necessary? Cosmetic features such as face morphs?

And how to keep the player base to roleplayers only, or even better, to make non-RPers pass as RPers in most situations? Two ways proved effective to achieve the first seem to be boredom (Seed's repair gameplay, quite boring if you don't fill the time gaps roleplaying, as well as lack of graphics in MUSHes etc) and frustration (Narfell's permadeath on low levels). Any more, hm, positive ways?

Keep the thoughts coming.

The thing in common with science and religion is that they're both most likely wrong. The difference between them is that science accknowledges this and tries to be less so.

Individual scientists can grow fond of their pet theories and become sort of fundamentalistic, of course, but as a whole science tends to move forward instead of clinging to ancient theorems just for the sake of it.

As for playing religious/fundamentalistic characters, I do like it, even though it's often difficult to dodge the barrages of undeniable arguments about how wrong you are.

766

(12 replies, posted in Neverwinter Nights 2)

I just hope they'll have enough players to populate their world. And I wonder how they're going to handle the legions when you never know when your centurion is going to log in to give you your orders.

But in general, an interesting concept, and I'd check it out if I had time and the appropriate video card.

767

(2 replies, posted in Saga of Ryzom)

Don't worry, it's already been translated here.:)

I'm sorry, I think I'll have to drop this. As I mentioned in another thread, I found Phoenix - Beyond the Stellar Empire (the play-by-email massively multiplayer space strategy), and it more than fills this gap in my schedule. But you guys go on and play Alpha Centauri if you like.

769

(3 replies, posted in Floatbed Dreams)

What client exactly are we supposed to download from byond.com?

The play-by-email thing was pretty much the point for me. I don't want another roleplaying-related activity that has to be scheduled and that takes several hours of my time each time it's played. In a PBEM game you could just casually think about your strategy throughout the day and submit your turn when you have a minute to spare.

So if you decide to go for a non-PBEM option, I'll have to pass.

And what comes to Alpha Centauri being the best stategy game ever, I already have too many "best games ever" I don't find the time to play.:(

Tantavalist wrote:

I played the original Galactic Civilisations game, before it inexplicably stopped working on my PC, and it seemed a fairly good game- though not a patch on the old Master of Orion II game. If the sequel does have a multiplayer option, I'd be willing to give that a try. I see on play.com that GalCiv2 has dropped to just over £10 in price now.

Wikipedia says GalCiv2 does not have a multiplayer option.

I was looking for games for the strategy game discussion, when I ran into this:

Phoenix: Beyond the Stellar Empire

It is a massively multiplayer play-by-email space strategy game revolving around player organizations and politics etc.

I haven't actually tried this yet, but at least accordint to their Yahoo! Group there's quite a bit of roleplaying involved (most of the randomly picked posts seemed to be clearly IC). And I would guess the PBEM nature would keep the general moron population at a distance.

It also has a free account with limited options, so trying it isn't a problem for your vallet.

Wikipedia says no multiplayer for GalCiv2.

Does Alpha Centauri have a play-by-email game mode or equivalent to allow each player to take their turns separately? Or would we all have to get together every time we play, which would be most frustrating to organize?

If it has, I'd have no problem paying that £10 if all the rest of you will.

Well, I'm all for Alpha Centauri then, if you tell us where you get it so cheap (and assuming you can use Visa Electron to get it).

Preset characters as faction leaders are no problem, as long as they're no Joanne d'Arcs in the stone age. It would simply be like GM specified chars in any RPG (the norm in Finnish LARP).

I also vote for scifi, since I'm no fan of History twisting in the Civ style. And playing one character would indeed be better justified.

However, I know only VGA Planets of such games that probably is free, and it might be frustrating to install and play as it's Old (as in 386 era). But there probably are at least some freeware/open source games like that, but then there's no guarantees of quality.

To me Stars! seems like the most promising candidate, but you have to buy a code for 14,90 euro, with a credit card, and I'm not sure even that is possible anymore.

We'd still need at least one person, preferably more, to make this work.