Who would be interested in playing some strategy game with a roleplaying twist? I'm talking about games like VGA Planets or Stars! where the players play opposing factions trying to take over the galaxy/world/whatever. Many of those have great potential for political roleplaying, and if people play primarily to roleplay their characters and only secondarily to optimize their strategy, it would be a great experience.

A good thing about these games is that you need only a handful of people to make it work. And since you play in a set pace (one turn a day, for instance), you can't get an upper hand simply by playing more (though you sure can think more and scheme more). I think we should go for a relatively slow tempo so we can all still play our favourite MMORPGs most of the time.

I'm not an expert in these games in any way, so please mention any interesting games, especially if they're free. No need to stick to sci-fi of course, even though the classics are space conquest games.

So, if you're interested, please say so in this thread and we'll see it from there.

777

(19 replies, posted in Games Discussion)

On gameplay speed:

In a perfect MMORPG for roleplaying, roleplaying isn't something you do between gameplay related actions, but during them. In most MMORPGs today you can't for example talk or describe your fighting actions during combat, simply because the fighting is too damn fast and hectic to allow you to type while doing it. Thus, you end up roleplaying and playing the game in turns - and all roleplaying is away from accomplishing things game-mechanics-wise.

All the gameplay actions should be slow enough to allow you to roleplay during them, without compromising your efficiency. This is why I liked Seed's pre-injury repair gameplay, at which you just ordered your character to fix the hatch, and then were free to talk and describe your actions however you wished. The injury gameplay took this element away, and thus was a step to the worse.

This doesn't mean gameplay should be plain and monotonic (like the repair gameplay). There can be whatever interesting choices to be made, as long as you have time to roleplay making them. A good example of a slow yet interesting gameplay was the science gameplay introduced by the GMs towards the end of Seed. Not only did it allow roleplaying the work, but it also rewarded those who discussed the puzzle with their collagues.

On level gaps:

Leveling (or any system of character skill growth) is usually a good thing. However, difference in levels should not make it impossible to work together. For instance, in SoR (as far as I understand) a high-level fighter will use only items created by high-level crafters who only use high-level materials produced by high-level harvesters. It's most annoying to be the low-level character in the group who can't do anything useful at all (speaking of experience smile).

I'd like to see, say, a crafting system where a master can really benefit from a lower-skilled apprentice. In any crafting job there would be easy tasks, as well as more difficult ones, and those tasks could be delegated to the apprentice, and still produce just as good an item. The tasks should take enough time so delegating is quicker than just doing it all yourself (so the craft should not be insta-ready). I didn't produce at all in Seed, but I suspect this was how they did it.

What does this have to do with roleplaying? Answer: Level gaps make interaction between players less useful. And interraction is crucial to roleplay.

778

(19 replies, posted in Games Discussion)

Let's describe the perfect MMORGP from the roleplaying point of view. What kind of characteristics should a game have to optimally support roleplaying? What kind of setting? What sort of gameplay? What sort of people? Why?

Feel free to list your favorite games, but if you do, please analyze why that particular game is so great for roleplaying.

I have a few things in my mind, but let's hear from someone else first.

779

(7 replies, posted in Saga of Ryzom)

Welcome.

780

(5 replies, posted in Neverwinter Nights 2)

It's come time to vote on which of the persistent world concepts will see daylight. All the concepts have been listed here, and each has also their own discussion thread as follows:

Saga of Vinland

The Golden City

Renaissance

So go on and pick your favourite!

781

(15 replies, posted in Neverwinter Nights 2)

Tantavalist wrote:

The crafting/gathering system seems a solid one. In D&D 3rd edition, there are NPC "Commoner" classes, and skills that apply to none-combat/adventuring situations. Does NWN2 have the potential to add these? Or to modify existing classes with extra skills?

We could probably create a separate dialogue-based system for the extra classes and allow tranfering XP between it and the official leveling system.

782

(2 replies, posted in Neverwinter Nights 2)

This seems like an exciting setting that has the potential for a lot of conflicts and interesting power structures. And it would fit relatively well in the frameworks of real history, even though many fundamental things have been changed. And as one more plus side, underground resistances have always been exciting concepts to me, especially the non-militant ones.

However, I think that to take full advantage of this concept you'd need to have players running the major opposing factions - and preferably also work on the lower levels of hierarchy. And that would spread our tiny player base thin (10 - 20 initially, at best, I believe).

It might work if we narrowed it down into one smallish faction, such as an underground magery school, and had all player characters be part of that. That would still keep the other factions as something to work with or against, but it would require an active GM to keep things from becoming static.

783

(12 replies, posted in Neverwinter Nights 2)

Ahnion wrote:
Kryigerof wrote:

3) The city would have to be quite big when finished, which might lead to players scattering.

I might be interpreting you wrong, but wouldn't this be the case with any scenario where the characters can roam? Given that the characters live in the same area of the city, they will probably congregate, rather than scatter. It is a possible issue, but I don't think it's very serious. smile

I think I meant to say that if the city offers as many opportunities as a city logically would, the players might all get involved with different things (like someone joining the city guard, another going for alchemies and third becoming a thief in the dark alleys). Even if they lived in the same district they would be doing very different things.

That's why it would be necessary to decide on a coherent group concept and focus from the beginning, before creating the characters. And to focus the city creation according to that focus. However, that might make the things outside of that focus look plain and minimalistic and reduce the feeling of freedom and realism.

I think this concept would be great with more players and lots and lots of work. If wherever you go in the city there's something interesting to see and other real people to meet. And even with fewer players it would provide a very atmospheric backdrop for any stories we'd want to tell. I just think the possibilities of the city concept would not get properly fullfilled if used as a backdrop in such a way.

784

(15 replies, posted in Neverwinter Nights 2)

Just a little thought concerning hunting: We could play down the grind aspect more by making finding the animals more challenging than killing them. We could do this by having the animals leave markers on the ground that could be seen with the spot/tracking skill. Also, we could designate certain places as animal drinking spots and have the animals go to those locations on a regular basis (using some sort of a thirst counter perhaps). This would emphasize the need to know the wild - you catch a lot more game if you know a few of these drinking spots.

785

(4 replies, posted in Saga of Ryzom)

These came up in today's RP:

Fairhaven (Tryker) Rum from the Lexis fields
- a very expensive brand of rum - they sell nothing but expensive stuff

Meri Bitterwine
- brewed at the Meri estate near Yrkanis
- one of the many flavours of Meri wines
- red wine (as strong as Earth red wine)
- a bitter aftertaste

786

(15 replies, posted in Neverwinter Nights 2)

Interesting. Though it probably wasn't the same everywhere, at every time - a lot can happen in 600 years. The way it was introduced to us, there was no voting involved, simply a big public discussion led by the chief. Of course, they likely made some assumptions as well (though Harmaasudet (Greywolves in English) usually know their stuff when it comes to historical accuracy).

787

(15 replies, posted in Neverwinter Nights 2)

Oluf wrote:

For the moment this setting appeals to me the most as well.... that extra bit of information on what you could do in this setting helped quite a bit!

I like the idea of hunting and in general making sure you survive. The downside is that there will most likely be less politics and stuff like that... but that could come with the addition of more tribes i guess

Where there are opinions there are politics. And for example, when it comes to the pesky Skräling dogs, there would likely be differing opinions on how to handle it. And who says the settlers have to be one happy community? There could be powerplay between rival families, for instance, and the position of the tribe (clan? village?) chief might have some competition. And the way the Norsemen made decicions was also a very nice one: When there was something to decide, like what to do to a criminal, the men (and women in our case, however we solve that issue) of the village would all gather in the center of the village and start arguing until the things were settled. The chief had final deciding power, of course, but he wasn't supposed to make decisions solo.

As for player vs NPC politics, there'll be the Norse vs Skräling situation as well.

As for downsides, another would be that if we're fighting for survival, not-surviving should probably be a possibility. Permadeath? Or some other method to make sure getting your daily food actually matters? (In Seed, we were fighting for our survival only RP-wise, which worked to some extent, but it did take away any feeling of danger.)

Tantavalist wrote:

If the setting is a realistic one, then at first everything will be a neverending grind of gathering food and building shelters. As the settlement becomes more established (and more players join, or NPCs are added) we should be able to spend less time worrying about day-to-day survival.

True, about the grind too. But grinding doesn't have to be the "keep clicking monsters" chore it usually is. In crafting, I vouch for a system similar to Seed's pre-injury repair gameplay - you set your character to do something, like build a tool, and then focus on roleplaying it and chatting with your comrades while the time bar is filling up. That, I hope, would make these chores feel similar to just sitting by the campfire, except you're actually achieving something.

On a side note, if implementable, some jobs like house building might require several people working on it to make any progress at all.

788

(15 replies, posted in Neverwinter Nights 2)

Tantavalist wrote:

The Vinland concept appeals to me far more than the Golden City idea. Both have potential, but Vinland would be much easier to set up and build in stages. I've also enjoyed playing the Cultures games, so Viking settlers is something I already know I'd like.

True. This kind of projects are usually way more difficult than they seem at start, at least for the inexperienced (which I suppose most of us are). That's why it's best, in my opinion, to start without too great ambition (not to say Vinland would be the easiest to implement either, with the crafting and all).

Tantavalist wrote:

The crafting/gathering system seems a solid one. In D&D 3rd edition, there are NPC "Commoner" classes, and skills that apply to none-combat/adventuring situations. Does NWN2 have the potential to add these? Or to modify existing classes with extra skills?

In NWN there were several custom crafting systems. The one used in Narfell had a dialogue-based system that kept track of individual players' crafting skills.

Tantavalist wrote:

The nature of the Skraelings should be defined as well. In the real world, these were Native American tribes. In this fantasy alternate world, they could just as easily be orcs or whatever. It would certainly add an element of combat to things if that were the case- certain areas would have a chance of encountering random Skraeling bands, and GMs could run adventures with full-scale fights.

Why should the skrälings be anything but Native Americans just like in the real world? I'd like to take the "alternateness" from the idea that superstitions are real (and that the Vikings might actually thrive in the new world), not swap real world things into fantasy conventions.

If we, for more combat opportunities, really need a "monster race", I'm sure we could find some mythological gnome people or simply an aggressive Native American tribe. (According to the LARP I was in, the dominant tribe in the area were the Mik-Maks, a rather peaceful people. But the more aggressive Iroquees (or one of the other aggressive tribes, I'm not sure which) were not too far to the south (well, thousands of miles probably, but little things like this could well be wrong in the history books:)).

Tantavalist wrote:

Of course, I'd say that such things should be kept rare, with the potential for a diplomatic solution as well. Historically, the Skraelings wiped out the Viking settlers because they were more numerous and the Vikings were cut off from their homelands by the long sea voyages. The same thing almost happened with the first European settlers five hundred years later. Long-term survival of a settlement will almost certainly require friendly relations with a nearby tribe.

I totally agree. The difficulties of such peace would be one of the great story opportunities. After all, the Native Americans don't have any actual need to keep them there.

789

(15 replies, posted in Neverwinter Nights 2)

So what do you do in this setting? To answer the question I asked in the Golden City thread, here's the things you should be able to do without GM interference. I might be going a little deep into details here, but the point is to clarify what style of gameplay I was thinking about.

All of these things are meant to be done in a slow pace while roleplaying. Many of them would probably have longish waiting periods like repairing in Seed, to give the player a chance to chat in peace. However, they should also be made complex enough to make play interesting.

1) Get food to yourself and your family. It should be made important that you get enough food, because getting your basic living is one important challenge in a settlers life. Food could be gained at least in the following ways:

1a) Hunting. Not your generic wilderness grind but one where stealth and preciceness are key. It should be relatively easy to make most animals run instead of fighting when attacked, making it important to sneak or plan your hunt (such as chasing the animal toward another group of hunters). Of course, some animals, like bears would have to be fought, but these would be special, great hunts.

1b) Fishing. What a better way to learn to know your clanmate than to spend a day in a boat together, waiting for fish to catch? (Must check out how the Vikings actually fished.)

1c) Foraging. The woods are full of food for those who know what to look for. Leaves, roots, sweet berries just wait to be picked and eaten. The availability of berries could depend on the season, to make it necessary to plan for the winter.

1d) Farming. At some point of the game you might start growing crops in fields. Any ideas how this would work?

2) Crafting. We'll definately need to get our hands on some sort of a crafting system. The PCs will have to build everything from scratch (apart from what they brought with them).  This is so that there is no  You'd craft at least the following:

2a) Buildings. Not quite sure how to implement this, though it would start by cutting trees. Then maybe carry them all to the site and do some "house building work" or something. The creation of the actual house would probably have to be done by a GM.

2b) Food. You'd have to prepare the food before eating it.

2c) Clothes. Mostly out of furs.

2d) Weapons. Mostly spears etc, unless an iron supply is found.

2e) Tools to create all of the above.

3) Explore the surroundings. The woodlands should be made interesting in some ways, so it's not only "another tract of forest". Maybe by adding better hunting/fishing/foraging spots, holy locations (like erratic boulders etc). And of course as many special locations as the creators can come up with, such as native camps.

EDIT:
4) Maybe warfare against natives or other Norse groups if it comes to that. But fights should not be daily grind affairs.

This would only be the everyday life, of course. GM controlled stories could include pretty high-flying mythological stuff too.

790

(12 replies, posted in Games Discussion)

From that little in your post this sounds perfect for my tastes at least.

791

(12 replies, posted in Neverwinter Nights 2)

Darkhawk wrote:

What would we do when not RP'ing? Nothing of course smile Anyway yes, pro's and con's, surely.

I meant, what is the gameplay centered around? Chitty-chatty RP is good but even in Seed we were always looking forward to more gameplay to RP around. Would it be traditional combat quests (interesting ones, of course, with decent background, story, etc) or something else?

Ahnion wrote:

Some work, yes. There was a very interesting NPC script engine for NWN. I'm hoping it will be updated for NWN2. It allowed you to do all kinds of nice scheduling for NPCs, and if they haven't botched the script-parser in NWN2 like they did in NWN, hopefully, we'll be able to run rather a lot of arbitrary scripts for NPCs - such as having guards light the streetlights when it gets dark. When necessary, of course, DMs should play NPCs. I'm looking forward to this, whichever scenario we choose in the end. smile

I tried one of those script engines in NWN, and while it was indeed powerful, it was not trivial to make it work the way you wanted. Although granted, I didn't spend a very long time with it.

792

(12 replies, posted in Neverwinter Nights 2)

One question: what would the gameplay be about in this city? Meaning, what would the players be generally doing when not simply roleplaying and following GM scenarios?

793

(12 replies, posted in Neverwinter Nights 2)

Pros:

1) Possibility for a great atmosphere.

2) Stories could be lurking behind any corner of the street.

3) The Ars Magica style mystical forces element as well as the Christian side are intriguing.

4) A city instead of an entire world (like many are trying to build) is a good idea as it allows you to focus your efforts.

Cons:

1) It might be hard to justify why we're seeing only a small part of the city in the beginning. A Prague commoner would likely walk through the entire city quite regularly and there would logically be nothing to stop the players from doing it.

2) It would require a lot of NPCs just to make the city feel as lively as it should, and most of the city life would have to be run by GMs.

3) The city would have to be quite big when finished, which might lead to players scattering.

794

(15 replies, posted in Neverwinter Nights 2)

Thank you.

I suppose magic would fit well into this story provided it can be modified somehow to fit the cultures present. Like magic wielded by priests of the Norseman mythology, skräling (Indian) shamans or Christian priests. However the default D&D "cast ten spells a day" style would not be for my liking. Magic would still have to retain its mystery. Maybe this could be achieved by somehow completely excluding low level spells from the game, making magic rare and powerful and only for those who've spent a great deal of time studying its mysteries. Or you could simply make all magic GM controlled.

Same goes for magical beasts - if you manage to find ones that fit one of the mythologies, then yes, it'd have a place in the setting.

EDIT: Concerning this, I just came up with a funny idea: tie different spells into corpses of animals so you can "sacrifice them to the gods" to gain some magical benefit. Everyday animal entails could perhaps do stuff like bring back 1 HP while sacrificing a magical beast would give some great advantages. Of course, only a well learned Norseman priest, Indian shaman could do this, so the things should have level requirements for use. This could be the only way to cast spells - just forbid the normal magic usage.

Now, how would miracles work with Christian missionaries? Any ideas?

795

(15 replies, posted in Neverwinter Nights 2)

Here's the concept description for the Saga of Vinland PW setting. Please give any comments you have.

Kryigerof wrote:

Concept description: The Saga of Vinland

This is a variation of the New World concept. It's about the Vikings, who around year 1000 visited the shores of North America. The campaign is about exploring the lush new world, building settlements and encountering the natives. (The real Vikings didn't really get a foothold in the new land, but who knows, maybe the stories and history books are wrong. Maybe they, in fact, had a settlement that lasted for decades forgotten in the mists of history.)

Pros of this concept:

1) Unlike the Great Voyages era and colonisation of Australia, the Viking technology was medieval (they didn't need a compass because they were foolhardy madmen - very often their ships got forever lost at the sea, but some got real lucky). Thus, no modification to real history would be needed simply because of the medieval models and items.

2) New characters would logically be settlers from Greenland, Norway etc. Characters whose players quit could simply be assumed to have been killed by wilderbeasts, Indians etc.

3) Ability to start small and expand the world as the story progresses.

4) Logical source of conflict between Vikings and Indians, as well as possible other Viking colonies.

Cons:
1) The traffic between the old and new world wasn't too common, so if new characters keep popping up one at a time, now and then, the "I came with the latest ship" explanation becomes stretchy.

2) The land contained nothing much more than woods and Indians (or "skrälings" as the Vikings called them), so it might be difficult to come up with interesting findings for the explorers.

3) Female characters. Even though Viking women were somewhat more free than those in Central Europe, warfare and adventuring as well as most of the exciting things, was considered men's job. But this is a problem with any alternate history setting.

4 -> N) You tell me.

Since the previous PW concept thread turned into a discussion about gender equality (sorry about that), let's try again. This time, please post only your defined basic concepts for an alternate history persistent world setting. For commenting on those settings, create a separate thread for each. This way we'll have all concepts nicely in one place.

Here are the two concepts already suggested:

Midragar wrote:

I just want to know if we are going to use factions?

I had an idea of having a ruling class of people born with magical skills who deny anyone of being able to study it. Their philosphy is that the art of magic is for those that are deemed worthy to wield and hence are born with it. A group of people who have been studying it secretly and there fore have aquired certain skills through training and research rise up against this.

It's an alternative twist and mix to what happened somewhere after the middle-ages where people began to reject the absolute power impossed on them through the Catholic Church and resulted in various break-offs such as protestantism and with a bit of Enlighting (research and trainin vs dogmatism) mixed in with it.

The ruling class could be called the Magistratrum (Magi...you get it *winks*) and factions of the "rebels" could be named af their leaders (for example The Midragarians) or their newly invented name for their philosophy ( for example The Codexists, who mostly promote studying of books and reject the simple teachings through experience).

Classes that aren't magic wielders or just down right not interested in it can either join one of the factions or create their own anti-magic movement (like those who reject religion in all it forms on the basis that it can't be proven through science).

It's just a rough idea that might work with the DnD setting but feels somewhat close to the real world roughly around the middle-ages.

Kryigerof wrote:

Concept description: The Saga of Vinland

This is a variation of the New World concept. It's about the Vikings, who around year 1000 visited the shores of North America. The campaign is about exploring the lush new world, building settlements and encountering the natives. (The real Vikings didn't really get a foothold in the new land, but who knows, maybe the stories and history books are wrong. Maybe they, in fact, had a settlement that lasted for decades forgotten in the mists of history.)

Pros of this concept:

1) Unlike the Great Voyages era and colonisation of Australia, the Viking technology was medieval (they didn't need a compass because they were foolhardy madmen - very often their ships got forever lost at the sea, but some got real lucky). Thus, no modification to real history would be needed simply because of the medieval models and items.

2) New characters would logically be settlers from Greenland, Norway etc. Characters whose players quit could simply be assumed to have been killed by wilderbeasts, Indians etc.

3) Ability to start small and expand the world as the story progresses.

4) Logical source of conflict between Vikings and Indians, as well as possible other Viking colonies.

Cons:
1) The traffic between the old and new world wasn't too common, so if new characters keep popping up one at a time, now and then, the "I came with the latest ship" explanation becomes stretchy.

2) The land contained nothing much more than woods and Indians (or "skrälings" as the Vikings called them), so it might be difficult to come up with interesting findings for the explorers.

3) Female characters. Even though Viking women were somewhat more free than those in Central Europe, warfare and adventuring as well as most of the exciting things, was considered men's job. But this is a problem with any alternate history setting.

4 -> N) You tell me.

797

(34 replies, posted in Sava's Garden)

Definately make it something that welcomes all interested in MMORPG roleplaying. That way we might actually grow in numbers instead of dwindling with time. As a bonus, if we make it more general (and good), we might be able to get some publicity too. The Finnish roleplaying magazine "Roolipelaaja", for instance, might well have us as the link of the month if we manage to make this site more than a chat center for ex-seedlings.

So let's keep Seed there at the graphics and forum themes etc, but continue the current trend of including all possible games and players. As for the content, I'd like to see something anyone can contribute to, but in a controlled way. Meaning someone would have to play the editor, but he or she would accept text from anyone if they're good and relevant to the topic.

Maybe one day we'd even organize to make our own dream game...:)

798

(18 replies, posted in Neverwinter Nights 2)

Norah wrote:

Well, if we're going for a semi-medieval alternate history, we don't have to keep to the historic accuracy of women's roles at all, nor would we have to use some cliche or whatever to explain equality.

True, we don't have to do anything, but I'd like to. The reason is not so much me being a male chauvinist pig, as it's my personal aestetic opinion that this kind of alternate history scenarios should be close to the real history. If not, then why not just make it fantasy to begin with?

Inequality of all kinds (male/female, lord/peasant, roman/barbarian) is such an integral part of our history that changing it in the scope of the entire Europe, for instance, would radically reduce the feel of authenticity we're supposed to be seeking. And to be consistent with it, you'd have to make many changes - such as rename half of the historical rulers to be female.

Norah wrote:

I've always thought that, from a sociological point of view, the method used in the Empire of the Petal Throne setting was the best for emancipated female PCs. The women in Tsolyanu can, after they reach adulthood, declare themselves "Aridani" and become, legally, the equals of men. The drawback is that they have to BE the equals of men- they receive no consideration based on gender, and give up any ideas of settling down and having a family like good little clan-women. Aridani women are common, but not the norm by any means.

Why don't we turn situations like this around for a change? tongue

Let's do that. Create a matriarch fantasy society (or find a real historical one), and if you manage to make it interesting I'll be happy to play a man in it. I even promise not to become a male rights activist (would that be a "masculist"?). smile

Norah wrote:

Even in BG2 it was always 'females of the realms are just as good as the men! they can do anything men can do!' Like it's something that has to be emphasised, is special somehow.
And in scenarios like the above, it's that they declare themselves equal and can't have a family (while the men can have a family and still be equal) or if they don't, they're subservient and second class citizens. Why does equality have to come at some price that men don't have to pay for said equality?

No one is claiming the Aridani system would be fair somehow, only that it's interesting and fits into traditional medieval society without too drastic changes in attitudes. Though I'm wondering, are those women allowed to form a family with another woman, and, say, adopt kids? It'd make sense if she were truly considered male for all intents and purposes.
EDIT: Seems my question was already answered to some extent.

799

(18 replies, posted in Neverwinter Nights 2)

Well, we'd probably en up with way more than 10% of the female population being these Aridani, but that's feasible, I suppose. And to keep from messing up with known historical facts, it could be described as a custom used by some remote Greenlanders at some period of time when they needed more hunters, fishers and protectors than nurses and housewives. A fact simply missed by historians, as we don't know so much about the Greenlanders, I think. (Give it another name, of course.)

800

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

I'm not sure how my time permits but in theory I'm interested. I've played two scenarios of an IRC campaign and it worked nicely. The lack of face to face contact is, in my opinion, both a pro and a con.

Oh, and I was thinking of a game where you don't only use IRC but play play people talking over IRC. It would take some thinking to make it interesting, but I think it might work. (Obviously it wouldn't have to be "IRC" IC, it could be some other kind of a communication network, in a scifi world for example.)