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Messages - Kaerli_Stronwylle

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31
In-Game Roleplay Events / Re: [GM Event] Tevnaa Festival
« on: June 18, 2015, 05:24:58 pm »
Don't have a definite schedule pinned down for it, but boy, is Kaerli interested :D

32
General Discussion / Re: Settings: On Gods and Magic
« on: June 16, 2015, 06:47:48 pm »
To a more general point, though -- how far should the effects of spells go in obeying physics? Should a magical lightning bolt behave like a real-world arc, complete with the ability to create arc flashes upon contact with the target, its current required to find some path back to the caster?  Or should it be treated as a wholly magical creation, capable of being stopped cold in its tracks and with effects that are totally defined by the spell?
Magic is something mysterious and something even the greatest of mage will hardly be able to fully understand... that's what makes magic magical to me ;D
My point of view is making magic too much tied to "science" can make it become just another piece of technology and usually that's what one may want to avoid in a fantasy setting because its mood would be more like a science fiction mood.

What I find is really charming about the magical way of thinking is if magic "just work" (like you can assume it does in PS settings) you can develop different magical philosophies and they can all be valid explanations assuming these theories are not in contrast with real magical facts (e.g. you can have many different explanations why glyph A and glyph B can create the spell X, but if magic with no glyph is something unseen then it can be assumed theories around this magical topic are just speculations; likewise if a spell is able to freeze the ground it's safe to assume it can also freeze the water surface in order to create more RP uses etc.).
There are several issues at play here, which I'll go over in turn:

[ol]
  • The scientific method and its probative powers are not nearly as new as your view of the PS setting implies -- there has been some evidence that a minor branch of Greek philosophy foreshadowed it, and it was quite clearly developed in near-modern form around the turn of the first millenium AD.
  • Even if the effects don't behave as real-world physics predicts, they still can be described in terms of a rational set of world-rules -- but they should be enumerated all the same, otherwise you'll get a source of OOC conflict when people make different inferences from the same underspecification.
    • Absence of evidence is not evidence of absence -- just because an effect isn't observed under X conditions doesn't mean it can't exist.
      • Generalization is OK when it comes to spells -- but where does it stop?
        [/ol]

        Or, to sum it up: It is OK if cast lightning in PS works differently than RL lightning bolts do, or more generally, if Yliakum doesn't obey RL scientific laws -- however, if you want people to reason, and not just speculate, about how the world does behave, you need to describe that behavior in a scientific, data-driven manner, as if Yliakum were an alternate reality.

33
General Discussion / Re: Gossip
« on: June 16, 2015, 06:35:16 pm »
It does.

Which is why I rarely, rarely ever do. (just remembered you asked me once if I was wolferz. I certainly am not >.>)

The only ones I do are ones that involve true death, for the most part. Or if I know the player well, might be something they need a heads up on.

For the most part though, one needs to roll with the punches.
The problem comes when it's IC for your character to bite back, if you will -- a character that's reacting in a way that's outside the bounds of what other folks construe the plot to involve can be just as problematic as anything else, without being first-order OOC.

34
General Discussion / Re: Rigwyn for GM
« on: June 16, 2015, 06:33:49 pm »
tbh what I really want to see is a GM-like position which allows a person to act as a game master, but in a more roleplaying sense. Ability to move and spawn objects, teleport players, lock items. But no kick/ban permissions. Someone to act as a dungeon master, lead events, and help players with their own. Essentially someone who is still a player, but is trusted enough by the developers, GM team, and players to be given extra permissions for the purpose of enhancing roleplay.

From my understanding of psychology, someone who may be great at dealing with players' crises and rooting out bots might not be the right choice for roleplay. Same for someone who may be great at formulating stories and catching players' interests may not be right for dealing with bad behavior/hackers.
Very much so -- dealing with day-to-day GM issues and running events/mini-events/GM-involved RP (guard chars) are different beasts.

I'd DM myself, but I find myself struggling with plot structure to the point where it's almost not worthwhile for me to do so...

35
General Discussion / Re: Gossip
« on: June 13, 2015, 07:34:45 pm »
This has come up before too.

Let's re-hash though.

While it's a good point that it can detract from the RP experience, the developers have been kind enough to offer a way to completely ignore it if you'd like. Just go into settings and unchecking it, like Demagul said!

There have been select cases where players COMPLETELY ignore you, even in /tells. No forum accounts, no /tell, can't contact them in Gossip. I think this is a bit of overkill, because there are certain RPs where you NEED to be able to make sure things are a-ok. You don't inflict permadeath or many other things on a player without asking.

But as time goes on, I tend to lean this way more and more. I don't always answer tells, I won't always talk to you in gossip. Why? There's a lot of danger in revealing too much OOC, even if you make it clear that it's OOC.

Better to RP with all of your cards ICly up your sleeve.
Part of the problem with that approach, though, is that some level of OOC communication is necessary for the health of a RP community, in order to provide (or correct) an understanding of the community norms, and to coordinate RPs so that all parties have fun -- i.e. instead of saying "no metagaming" -- we should say our OOC goal is to make sure everyone has fun, and work together OOCly to ensure that, instead of letting IC cards fall where they may, which is problematic when not everyone agrees on how a plot should go or what would be a fun next step.

36
General Discussion / Re: Gossip
« on: June 13, 2015, 07:30:04 pm »
Honestly, I mostly have it off. But thats cause its annoying me, cause it spams all my In Character roleplays in main. I don't know if there is a possibility to have it like a normal seperated chat like guild, group, alliance, main... Perhaps I didn't find it yet. So if I was to stupid to find it I appologize, if not this would be an actual improvement  \\o//
It's definitely possible to do that Sulaika :)

37
General Discussion / Re: Settings: On Gods and Magic
« on: June 13, 2015, 07:28:33 pm »
Speaking to Siteya's point -- we do have a serious shortage of utility spells in Yliakum!  While some of them (D&D's (in)famous Grease, for instance) can be partially emulated using other spells (Icy Ground, in the case mentioned) -- others don't have any mapping in the mechanics whatsoever (Mending, for instance).

To a more general point, though -- how far should the effects of spells go in obeying physics? Should a magical lightning bolt behave like a real-world arc, complete with the ability to create arc flashes upon contact with the target, its current required to find some path back to the caster?  Or should it be treated as a wholly magical creation, capable of being stopped cold in its tracks and with effects that are totally defined by the spell?

And yes, we are getting to one of the main problems with the settings in PS -- we find ourselves falling off the deep end of the written lore, and wanting to do science to Yliakum to figure out more, but unable to because we don't know what could be plausible for a result!

38
General Discussion / Re: Settings: On Gods and Magic
« on: June 13, 2015, 07:21:05 pm »
Aren't Diaboli the only ones known to do magic without the need for glyphs?
Kaerli's seen it before, from people with no discernible Diaboli blood in their veins...

Like from Kaerli herself.
Eh? I was referring to Xifer Fyresoul -- Kaerli's 1st gen Ynnwn. :P

39
General Discussion / Re: Settings: On Gods and Magic
« on: March 21, 2015, 02:33:41 pm »
Aren't Diaboli the only ones known to do magic without the need for glyphs?
Kaerli's seen it before, from people with no discernible Diaboli blood in their veins...

40
General Discussion / Re: The 2015 Planeshifties
« on: February 18, 2015, 09:03:33 pm »
Prreta&Sekto -- for being willing to put up with me through thick and thin ;)
Asmo -- for providing a new look at what seemed to be the dying art of detailed RP combat
and the KNM team for our first long-haul, integrated event in a long time -- the amount of player/GM dialog and interplay there has little precedent in PS, and took major courage to pull off

41
General Discussion / Re: Today I RPed with...
« on: February 06, 2015, 10:12:28 pm »
Tolemar (a newb xD) and Gova

42
In-Game Roleplay Events / Re: Healer's Council of Hydlaa
« on: January 11, 2015, 02:29:31 am »
Kaerli might just poke her head in -- she has plenty of healing know-how, even if most people don't realize it :P (mind you, her bedside manner is practically nonexistent...)

43
In-Game Roleplay Events / Re: Siteya's Descent
« on: January 06, 2015, 07:54:49 pm »
[Fantastic!  BTW: Kaerli should have something useful to add here, believe it or not ;) Siteya might just be reinventing a wheel...]

44
Wish list / Re: The Death Realm Needs some TLC
« on: January 06, 2015, 07:52:33 pm »
I agree that the DR needs to be fleshed out more -- I even posted a wishlist thread about this, only to get basically 0 support.

TL;DR -- the current DR is so mechanically tiny and regular that it does not make sense to treat it as significant!  It's possible to design portal mazes so they aren't endless frustration wells, btw...

45
Wish list / Re: Purchaseable Sleep Glyph?
« on: December 22, 2014, 09:28:27 pm »
Hi everyone!

  I'll try not to put too many spoilers in here, but let's say that I'd like to see a certain chatty NPC that sells glyphs stock the sleep glyph.  It's an incredibly helpful glyph for mages, and as it is now, I'm afraid that both quest lines for the glyph seem to have OOC hangups.  Perhaps the said chatty NPC could sell the sleep glyph instead of the current glyph that is for sale, and that glyph could be the quest reward?  That is, basically swapping the glyphs?

Celroc

Celroc
I know one of the quests is considered objectionable by some characters -- is the other quest of a similar nature, or is it simply nonfunctional/dysfunctional?

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