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Messages - Krissanasli

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1
Guilds Forum /
« on: July 29, 2004, 09:08:04 pm »
To those who worry that this guild will vanish once Killerv gets bored of planeshift: I actually joined Cybio\'s cult because I liked the idea of a player-run religious institution, especially when \"player-run\" means \"run by me\". Believe me, I have several plans for this cult, and none of them involve the metal militia. To recruit player characters (and I want to make it clear that I\'m recruiting characters, not players), I rely entirely on role-play. This is a good way for me to judge the quality of potential recruits - if you don\'t have the patience to sit through an IC conversation, you probably don\'t have the patience to sit through a sermon. So while I don\'t expect to attract many people, the ones I do attract will be best suited for the cult.

A leader once told me that he wanted to change the name of his guild, but since there was no way to do that other than making a whole new guild and switching to it, the process would have lost him some recruits. Cybio, I really think you should do that at some point, just to get rid of the inactive ballast. A real guild relies on the relationships between its members - it has nothing to do with coded ranks and titles - and if it can\'t survive without the code to back it up, it\'s not even worth calling an organization. Right now, I can say we are a guild of five active members, perhaps six... I\'m looking forward to getting more players, but rather than go on recruiting sprees, I\'ll focus on one character at a time.

2
Collaborative Stories /
« on: July 29, 2004, 08:21:20 pm »
OOC: For the love of god, don\'t write purely OOC posts... If you really have to, use PMs. It just spoils the continuity and makes reading unpleasant. Also, my character isn\'t the first Klyros to show up... And she hasn\'t seen any other Klyros yet. Also, if my style is too weird, I can change it.

\"Medicine man...\" The growl, roasted in her throat for too long, flew out as a storm of ashes. Her low, distorted voice embodied hunger and delight, but whether these apparent feelings were the product of her spirit, none could say. As it fell shut, her mouth became a cage behind which countless thoughts were trapped, laying unspoken and unheard by the surrounding men. She hissed and slouched her beady eyes towards the white-haired enkidukai... All that she saw was a man hidden among weeds, whose own parasitic lives were somehow bound to his. Maybe they\'re medicine?..., she wondered, and visions sprung out of this thought - visions of hair falling off and brown skin lying underneath, riddled with small clumps of hives that bled a dark and sticky substance. She imagined that these men had all been struck by a contagion, and fear flowed between her thoughts. Why would they all wear these things on their heads? Are their heads sick? I couldn\'t trust them... But then, it seems everyone here has been infested. Perhaps this is a place where they send their sick to recover. Perhaps I stepped out into the wrong part of this temple...

Her surroundings told her nothing of where she could be: stone-brick walls collided with the smaller, polished backs of fences, and the long road gave in to streetways that were themselves bound by buildings. Over them all, the dark soil of Yliakum\'s ceiling lay in hiding, replaced for the time being by an even darker shroud. Morning was slow to come, it seemed. Even her body still wore tinges of deep blue and viscous green, while her own shadow was dissolved in the lane\'s darkened surface. She tried to look for some clue, something that would lead her to the herbs and spare her from any involvement with this wretched man, but no part of the street could help her. Everything was plain, unfurnished and devoid of writing, much like the corridors at home. She hissed again, as quietly as she could, before turning to the moss-covered creature: \"Well, then... Where can I find one? Forgive me, but I\'m only a visitor to this place.\" She was, in fact, planning to leave at the first opportunity.

A rather large gnat fell on her at the same time as she stopped speaking. She could only feel it through its skin, but it was nonetheless a powerful sensation; judging by its wide diameter, the creature might have even been carnivorous. With a stern flap -perhaps a shiver- of her wing, she tried to push away the meddlesome pest, but the sensation became only stronger. Finally, she swung her body and discovered that the insect was, in fact, another person, whose grass grew longer and whose finger was just then retreating from her skin. She growled a bare \"What do you want?\" and looked him in the eyes, unsure of why a stranger would address her.

If Solliba even mentioned this... But he didn\'t. And now that I\'m here, I can\'t turn back... No sense making a new portal now.

3
General Discussion / What kind of player-run quests would you like?
« on: July 28, 2004, 07:37:10 pm »
Since it\'s become a hot new trend (to which I\'m actively participating), I\'ve decided to start a sort of poll on it.  A quest is considered player-run if players set up the plot, run the \"NPCs\" and generally coordinate it. I\'m planning to start a chain of such quests myself, and the answers to these questions will probably help me along...

1.How would you like to be informed of quests? Should a message appear on the forums? How detailed should it be? Or would you rather find out about everything in-game?

2.What subject do you prefer? Treachery? Mysterious knowledge? Bandit-bashing? Social uproar? Lost treasure?

3.How do you prefer to solve quests? Do you enjoy using your brains, your fists or your persuasive powers?

4.Do you prefer quests specifically assigned to you, or the sort where you might compete with many other people?

5.What kind of risks would you be willing to take, throughout the quest? Should it be perfectly harmless, or would you be willing to lose your character along the way?

6.How complicated do you want quests to be? Should they have tons of \"NPCs\" and features woven into a complex plot, or should they be more simple affairs?

7.For that matter, do you prefer open-ended quests, or prefabricated ones? Do you want the \"NPCs\" to follow a script, or should they act according to the whims of their players?

8.Do you believe quests should have a reward? Which would it be?

4
The Hydlaa Plaza /
« on: July 27, 2004, 08:21:38 pm »
I\'ve written a rather lengthy list of arguments, and pressed the \"back\" button by accident. Instead of writing them again, let me post a few ideas about the state of music in Romania and the world:

-\"Touch my body\", written by a pair of Romanian girls, was declared to be the single worst song in history; It also was a record hit in England.
-\"Dragostea din tei\" was (and still is, apparently) a groundbreaking, ear-shattering hit in Spain and Italy
-The lyrics for \"Dragostea din Tei\" are:

Hello,
Yo,
It\'s me,
A rogue,
And please, my love,
Receive happiness.

Hello, Hello,
It\'s me, Picasso,
I gave you a beep,
And I\'m a badass,
But, I want you to know,
I won\'t ask for anything.

You wanna go, but you won\'t take me with you,
No, you won\'t take me with you, you won\'t take me with you,
Your face and the love we had among the Linden trees
Remind me of your eyes.

I\'m calling to tell you
How I feel right now,
Hello, my love, I
t\'s me, happiness.
Hello, Hello,
It\'s me again, Picasso,
I gave you a beep,
And I\'m a badass,
But, I want you to know,
I won\'t ask for anything.

[note: this is an almost flawless translation - the meaning of every verse is left intact. If it sounds like gibberish, it probably is. I attribute stupidity, on both sides of the microphone, to its astounding success.]
As a person who knows Romanian music first-hand, let me give you a few real suggestions.

Phoenix - definitely something you should have. It\'s a mix of rock and jazz, with a violin thrown in for good measure and a traditional spirit. The band is a lot older than most of its members, but regardless of line-up changes, they\'ve still managed to keep the flame alive.
Iris - another old band, combining traditional rock with high-pitched vocals.
Luna(u) Amara(u) - While relatively young, this \"soft\" rock band has already proven itself with its heart-gripping lyrics and dark, tempered instrumentals.
Timpuri Noi - Strange band, whose style includes a little bit of rock, a little bit of orchestra music and a lot of goofing off. They\'re singing in Hungary right now, but they still have plenty of Romanian hits worth looking at. Also, some of its members are still around in a band called Partizan.
Vit(z)a de vie - A superb combination of \"light\" rock and rap... A shame it needs a translation, as well as understanding of the romanian music scene, for the full effect.
Spitalul de urgent(z)a(u) - A fantastic, humorous mix of accordeon and soft rock music. Their style could best be described as \"nutty\".
Implant pentru refuz - doom/heavy metal with a bit of rap thrown in.
Omu cu s(h)obolani - alternative rock, with extremely powerful lyrics that, while plain in appearance, possess a subtle and ironic meaning.
Holograf - T(z)i-am dat un inel is perhaps the greatest love  Romanian song created in recent history. Get it.
Vama Veche - some pretty good love songs; one of their albums is a kind of \"love-music opera\", and their hit \"Hotel Cis(h)migiu\" is a perfect parody of the Eagles\' old \"Hotel California\".
Moromet(z)ii - hip-hop band. Their recent hit, \"Morometzii se intoarce\", is one of the only reasons I feel lucky to know Romanian.
Parazit(z)ii - another hip-hop band, whose lyrics are, unfortunately, off-limits to non-Romanian speakers.
Capuccino - a wonderful pop band... And by wonderful, I truly mean \"made of wonders\".
3 sud est - sometimes called \"3rei sud est\", they\'re considered the country\'s premiere boy band.
Class - some pretty decent pop music. Enjoy their hits, avoid the rest.
K-risma - for the hit \"Noaptea este ziua mea\"

Note that where I write t(z) or s(h), it\'s actually a single letter that produces the sound - the letter is a normal t or s with a comma underneath it. Also, a particular Romanian letter produces the sound \"ugh\" or \"um\", a rather soft form of \"a\" - I\'ll call that a(u), since the letter is a normal a with a little u-shaped curve over it. I suppose this is a rather long list, but hey, if you don\'t have the willpower to read through it, you probably don\'t have the willpower to search for these bands yourself...

I\'m actually curious if anyone else would like to stash a list of their country\'s greatest. Maybe I\'ll start a \"local bands\" thread, if one hasn\'t already been started.

5
Collaborative Stories /
« on: July 27, 2004, 09:41:32 am »
OOC: Sorry this has taken so long. In the future, I\'ll try to respond as soon as you post. Also, I\'ve decided for this character to be *completely different* from the krissanasli you\'ve known in-game. I\'m going to play both in CB... Therefore, I think a new name is in order. Eskalsaneski (with the accent on the penultimate syllable) seems nice. Impossible to type, too.

IC: Amidst the calm footsteps of strangers and the hails of  anxious birds, a new dawn was emerging over this abandoned street. What few people still travelled it, apart from Eskal and the man, had mostly reached a building\'s corner and were prepared to passed on - either to more generous lanes or to a tower\'s the narrow courtyard. She glimpsed only a few of them on her way to the fountain, but it was obvious that no one was around her... No one, of course, beside the wonderous beast ahead. How could someone cover himself in white moss, and wear clothes on top of that - as if the moss was simply one more layer of skin - without having gathered it all from a weed trader? Perhaps Solliba was wrong..., she forged within her whirling mind. Confused as well, Eskal could barely clump whatever notions of this place she had been given, and strive to make an accurate perception out of them. Failure would wait, its claws extended, at the end of her attempt... She tried to smile, but nothing came of this, for her pale lips were fused together in the fire of distain. And he thinks I know everything about this world, even though I\'m obviously so unlike him? He doesn\'t even ask about me, how I look, why I came... Perhaps he\'s lived in this wasteland for longer than he ought to.

Undaunted by her inner questions, her lips produced their own, so quietly that she was only half-aware of it at first. \"So you just give your weeds away? I would\'ve thought this hollow world was more...\" Her eyes began slowly shifting to mirror her mind\'s own search. Gathered from her former statements, bitterness cluttered her mouth, and all was to be expelled in one word: \"Primitive.\" She spoke it casually, almost as if breathing poison. Once banished from the confines of her lips, it could no longer interfere with their more generous emotions, from which a tranquil smile took seed. She caught the man between her eyes and asked: \"Then, where can I find someone who gives... What do you call it?\" Her webbed hand sliced its way into a pocket of her belt - the only sheet of clothing she had worn in her own World - and fetched a little piece of hard wax smudged with glyphs. Fashioned as a polyhedron, it had to be turned whatever way the symbols pointed for a message to be wrought. After a few spins, she set it away and pronounced: \"Corpse vine and oblivion leaves?\" She briefly brought her wax-crystal back up and slowly read again. \"Yes, leaves, I think...\", she said upon the end, and left the polyhedron in her pocket, which she carelessly sealed with a nick of her small claws. Attached to a single button rather than the entire pair, the pocket\'s flap was more or less exposed to theft. \"Well, then? I\'d like to hurry this... I don\'t belong here, you see, and neither would I like to.\"

6
Collaborative Stories / Role-playing challenges
« on: July 24, 2004, 12:10:30 pm »
In due time, I\'m going to write a series of these little \"challenges\" - I post a situation, and you have to put your character\'s reaction into a reply. Sounds easy? Try it, then...

I) On your way out of the market, with a full purse and empty hands, you find a little shop buried between two old buildings. It has no flag or other marking that would indicate its purpose, but through its open door, a counter and a full rack of odd objects behind it can be seen. Whatever you\'ve been looking for, it seems the marketplace had not been a good place to search... This shop, however, might prove more adequately stocked. Inside, after you inform the merchant of your needs, he simply nods, turns to the rack and fetches a large wooden box. In a bizzarre cage stashed in a dark corner of the shop, you notice the very object you were looking for, but rather than pick it up, the merchant simply brings the box on the counter and hands it to you. After taking a few trias - fewer than you\'d have expected, given how valuable the item was - he asks that you don\'t open the box until you truly need the item inside it, and that you return the box once you\'re done with it. He stresses the second part, insisting that he won\'t do any more business with you unless you return it intact, and carves out your name on its lid. Beside this marking, the box itself appears distinctly plain. Would you agree with the merchant\'s proposal? Would you defy it, or do something completely different?

II) Halfway done with your trek through the woods, you settle into a less thickly wooded area, hoping for a moment of rest. It seems someone else had done the same, as you find a campsite nestled in the side of a small clearing.  Whoever was there had certainly left, perhaps for a short while, perhaps forever... There are no signs of life, human or otherwise, nearby.. Still, nothing has been tampered with - not even the campfire, which still roars in its round cradle - and of the two tents propped beside you, one holds a stash of unremarkable supplies. The forest itself seems inviting in these parts, given the width between the trees and the soft undergrowth. There is silence around you, except perhaps for the fire\'s frequent and mischevous whispers... Given that no one seems to be nearby, what do you do?

III) Cholera has come against the city, rending the bodies of its men and harvesting tears from their families. Few do more than count their living relatives and pray to their gods for a remedy, before falling themselves to the disease\'s vicious touch. None may leave, so that the sickness might not sneak out with them, and none dare step into the doomed city. The walls are guarded, and the gates tended from above, by guards too wary of the illness to let anyone pass. As a long-time inhabitant or an unlucky guest, how do you deal with this?

7
General Discussion /
« on: July 15, 2004, 03:29:39 pm »
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Those might be the \"right people\" for you, but there are many others who will disagree.

So disagree. Why aren\'t they the right people for an RPG? (I\'m not going to ask you why they aren\'t the right people in general, though. That would take a long discussion, which no one on this forum is likely to benefit from.)

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Another word for \"rip-off\" is \"classic\" ... it depends on your personal point of view

And, as you might find in another thread, another word for powergaming is \"role-playing\". I\'m serious about that.

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There\'s a saying that roughly translates to \"What cannot be said with few words is not worth mentioning at all.\"

Doubleplusgoodthink.

Regarding Zak\'s hideout, he might be a little upset that everyone\'s dropping by, but I don\'t mind. Better that hole than the Gazebo... I can\'t really remember when you dropped in, I\'m afraid. Were you the dwarf who wanted to protect my character\'s virtue, the aimless-looking half-devil or the guy who asked \"wtf\" before running off?

You also said removing \"medieval\" from PlaneShift\'s portfolio might change how people look at it. That\'s not really true, as many people default to thinking \"medieval\" when they see stone houses bound with wooden planks, elves running around and mercenaries getting drunk at the tavern. There\'s so much medieval in this game, you can\'t even walk an inch without stepping on it.

Now, I believe you were actually serious about d)... You argue that a populated, original setting would be impossible to achieve. There are several problems with this argument. First, a lot of people can interpret things. Some can\'t - it\'s a tragedy of nature, but we have to live with it. For example, suppose you were asked to role-play a sentient ship in the middle of space... You wouldn\'t. You would instead role-play something between what that sentient ship should be like, and what a human is like, unless you can understand how the sentient ship actually works. Another example of this is crystal hunting: people don\'t even need to know why crystals spawn in the world, they just learn that they get treats for picking up enough of them. The randomness of spawns and the fact that other players might have already picked up those on the crystal-hunter\'s path can lead to operant conditioning, that wonderful psychological trait that keeps people coming back for more (of the same boring drivel). If you allowed people to play a space-invaders minigame while they bored, all of it using the built-in HUD, they might just agree to become turrets for your sentient ship.

This is also related to the inevitable \"fluff\" of a game, novel or whatever... When people are playing or reading, whether they go on doesn\'t depend too much on whether the plot is weird or familiar. They go on for a lot of reasons, though - some of them emotional, other intellectual. They might not care about the strange customs of a far-off planet, but they might feel disturbed when it came on the threshold of annihilation. As long as you focus on people\'s desires, rather than their expectations, you\'re bound to entertain them.

The third problem, which I can\'t see how you could have missed, is the excitement factor. You say that novelty is something not many people enjoy, at least not when it\'s broad enough to cover the entire game. Yet people played tetris, and it wasn\'t remotely similar to any other game... By your accounts, no one would have played it, except those mindless fanatics who are \"into\" novelty. I\'m confident that many people, once they received a taste of the original, will continue to enjoy it, just as people can become skilled role-players once they\'re introduced to the \"art\".

You also assume that alienating a large number of people is necessarily a bad thing. When you\'re trying to address those people who either can embrace originality or have already done so, you don\'t want the people who \"can\" to be influenced by people who \"can\'t\". Armageddon worked by these rules, and look how many people they have. As it turns out, a lot of players were willing to get into RPing... A lot of others might be willing to embrace an original setting. If that setting isn\'t just original, but also encourages originality, you\'re going to get some pretty spectacular results.

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as much as I think you are correct when you say more inspiration/creativity is needed, there\'s no use ranting about it, because it will not happen anyway

Imagine, for a moment, that the same thing was said about education - that people wouldn\'t learn basic maths and litarcy. Not only is this terribly false, it\'s also false that they would have to be forced to do it: according to statistics, a lot more people in America were literate before the first four years of school became mandatory.

One of the reasons you find so few fantastic games is that their designers don\'t think in terms of encouraging fantasy in their players - they just place it in their own creations and hope for the best. Originality is a meme that nobody\'s tried to spread yet, despite the fact that most of the audience practically depends on memetics.

Anyway, you keep talking about \"commercial\" stuff. Since when did they matter? Not since Warcraft 3 was invented... AoS is actually much more popular than that Dune 2 clone with pretty graphics. Not since Rogue and MUD, either... In fact, not even since the legend of Ghilgamesh.

8
General Discussion /
« on: July 15, 2004, 09:21:28 am »
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But now, you\'ve suggested doing something like this. It is no longer an original idea.

Originality is not an original concept if everyone picks it up. So what? Again, I define imagination as a process that uses more \"techniques\" than \"raw materials\". The higher the ratio, the more imagination there is. The end result doesn\'t have to be original, but often turns out to be.

Actually, a lot of stories don\'t bother to explain things to their reader - the dune series is an example. It may not be as extreme as what you\'re describing, but you\'re often supposed to figure things out on your own. I\'m not even sure if it\'s feasible to reach the extreme. Not explaining things at all leaves you with a vocabulary that rarely, if ever, fits the setting - a gruesome situation to be in, especially in an alien setting.

I didn\'t suggest that people should treat orignal settings as though they were natural, but that they should appreciate, support and strive to create original stuff. Sometimes that can be done by just playing a game in a certain way.

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Some might argue that *anything* we can think up is a product of society and our life experiences.

I\'d say you can\'t prove that, and leave it there, but it just doesn\'t seem right. Imagination inevitably relies on both harvesting existent concepts and adjusting them to produce a different end result. It\'s spiritual chemistry (and I\'m saying that mostly because I\'ve been studying chemistry hard for the last few days). You can use materials and techniques that have nothing to do with society to bring about results that have nothing to do with society - check out math and other abstract sciences. After making several original theories, will any new idea be influenced by the techniques you\'ve been using? Probably, but it doesn\'t mean it won\'t be fiercely different from its peers.

As to whether or not we\'re capable of spontaneous creative ideas, I don\'t see how it matters. If by \"spontaneous\" you mean \"almost instant\", then I doubt it. You simply don\'t have the time to incorporate enough ideas and craft them well enough for the end result to appear new.

9
Wish list /
« on: July 14, 2004, 06:34:19 pm »
Androgos, the problem is that you want players from all timezones to be able to experience both day and night. You also want nighttime to actually mean something, as opposed to an inconvenient blackout that happens once every ten minutes. Right now, those shifty conspirators meeting in the back alleys can\'t even say a sentence, let alone plot a whole mess of things, without finding that the sun has come up.

I suppose a day that lasts four hours (two nighttime, two daytime) is balanced enough. \"Tonight\" and \"next morning\" would actually mean something, while still being short enough for people all over the world to enjoy.

10
Wish list /
« on: July 14, 2004, 11:23:53 am »
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I also like to see my char (no matter how unrealistic this might be) so I\'d wish a 3rd person camera view.

Actually, I never imagine the world through my character\'s eyes when I\'m playing a PBP or MUD. It\'s not unrealistic at all - you\'re simply not your character.

I\'d argue that a third-person view can improve role-playing regardless of the kind of RPer you are. For example, it\'s easier to run for long distances in FP mode, partly because you just don\'t see how ridiculous your character looks, or how hard it must be to jog in full armor - instead, you see he\'s making progress faster. The top-down view of the default camera is especially useful, as it allows you to take advantage of things the game engine doesn\'t provide, like footsteps and other audio cues.

By the way, I almost never seem to find anyone willing to role-play in Hydlaa... When are you on?

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i think its because RP means something different to every one

I think philantropy means something different to everyone, too. Saint Augustine believed it meant killing the heathens - he even considered it an act of love. I\'m sure it would\'ve been impossible for me to argue with the saint if he were using his definition of kindness, and I were using mine. When talking about something, it\'s important to understand that concepts, not words, are being addressed. Here, Seytra and I described how controlling a non-human puppet encourages neither immersion into a character, nor the development of that character. That\'s what role-playing meant. What you describe is traditionally called powergaming - the kind of thing portrayed on Progress Quest.

A static quest would never please any serious role-player. It would nonetheless encourage ridiculous behaviour, just as crystal hunts do now.

Role-players usually don\'t think of \"quests\", but situations in which they take part, willingly or not. They simultaneously act as \"story NPCs\" and PCs tied into various plots. A hero in one story may easily become a fragment of another, simply by giving directions to some outcast or whining about a merchant\'s corrupt dealings to a stranger. We never see this happen in a single-player RPGs, where a static and pre-scripted world exists for the hero\'s pleasure... What the designers of MMORPGs ignore when imitating single-player \"quests\" is that, for questing to even exist, someone, somewhere must be willing to pay for mercenary work; others must be willing to guide the \"hero\" along, if they can; and others still must be willing to oppose him. You can\'t do that with scripting, at least not in an effective way. Characters are a pre-requisite of solid quests, and without them, nothing remotely close to single-player quests will happen. This is why only a world where role-playing is dominant will ever produce real adventures. It takes a critical mass of RPers to make the game work.

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if you create quests for everyone one then you have a better chance of keeping the newbs at bay

How so?

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They believe this is the way things should be and all none role players should be thrown away. Which is selfish and never will happen


Actually, I don\'t believe that people should never advance in stats, even though I consider myself a hardcore RPer. I\'m all for a regulated, perhaps RP-based skill-raising system, which allowed players to assign, say, one skill point a month, if they actually trained in it, or up to three points if they devoted most of their IC time to training things. Another system would involve the use of \"activities\" - you always had an \"activity\" like \"sparring\" and \"socializing\" selected, and the game calculated how much of your time was spent on which activities. You could always choose any activity you wanted, and if it later turned out that you \"lied \" to the server, OOC penalities would apply. Despite the arbitrary nature of these methods, I doubt anyone would have problems with them - intelligent consent is, after all, one of the principles of role-playing.

As for who should be let into an RPG, all potential role-players (which includes a good number of hack&slashers) deserve that, whether they know anything or not. Armageddon used a lot of techniques to gently pressure its new players - you simply *had* to role-play to get anywhere. I\'ve read countless stories about people who came into the game knowing very little about role-playing, and gradually becoming RP experts thanks to the community\'s assistance. All those who don\'t want to role-play, but aren\'t willing to disturb the IC game, might as well be allowed in too... However, I can\'t see why it\'s selfish to ask shameless powergamers to mind their own levels. That\'s like a campus-based forum, strictly devoted to the university\'s affairs, being \"selfish\" for not letting people come in and chat about their daily lives inside it.

Of course, I\'m talking about RPGs in general here.  After reading a few of the developers\' posts, I have no doubt in my mind that Planeshift will cater to powergamers.

11
Wish list /
« on: July 13, 2004, 08:35:19 pm »
I actually read this two days after my first post. Looking at its size and scope, I wouldn\'t dare call it a thread... It\'s probably more of a hemp rope.

Oh, and I encourage everyone to read it. The whole nine pages of it. There\'s talk about how role-playing should be encouraged and carried out, a few discussions on what role-playing actually is and links to major RPG-related articles, as well as some interesting trivia on leetspeak and d&d.

12
Wish list /
« on: July 13, 2004, 08:15:35 pm »
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id rather gain that skill and be proud of it than be given the skill for nothing...

I\'d like to gain skill points after a long RP session, where  someone explained actual, real-life principles of whatever craft he taught me. It\'s more rewarding overall, as I learn a great deal of information that easily goes into memory (since I\'m enjoying myself while I\'m learning it).

Think of skill gain as sex. Would you rather \"work hard\", or savour it as the fulfillment of a warm, delightful evening?

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I honestly believe that there are only _very very few_ ppl. who only wish to RP and _not_ to gain anything

*raises hand*
Consider the MUSHes and  that work perfectly well without item gain or anything like that. Sure, people want to gain *something*, and they do. They gain understanding, knowledge, emotional sophistication and everything else role-playing has to offer (in copious doses). Also, remember that in games like Kyrandia 2, you lost all your items at several \"checkpoints\". But that didn\'t matter... They were useless. Your purpose in that game was to make progress and enjoy the puzzles/humour, not carry the biggest heap of trash around. In Kyrandia 1, gems could be found in the open... While you could\'ve picked them up, it was considered pointless.

(You know, Kyrandia was a paradise... Think about how lovely it was to have gemstones on the ground and flowers blooming in their beds, always ready to be picked. Now think about what it would be like if someone made a  Kyrandia MMORPG... People would be running around the village, scooping gemstones and throwing them into the altar for ph4t fl3w7z. Sounds familiar?)

13
General Discussion /
« on: July 13, 2004, 04:01:36 pm »
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\"evil\" person tries to take over world while the \"good\" people thry to overthrough the \"evil\" person

One of the most effective ways to write a realistic novel is to create a few characters with different ideals and goals, plant them into a world and see what happens. This can often lead to an interesting story, especially if interesting characters are taking part in it. A good vs. evil plot tends to be large instead of great - it projects small-scale conflicts onto entire lands. Really complicated wars are rarely a simple matter of good vs. evil (usually, they\'re a matter of evil leaders leading evil armies through the latent evil of civilian bystanders).

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Democracy seems to seep into every MMORPG so as to make things \"fair\"

I don\'t quite understand this. Developers usually choose the game\'s direction on their own; most of the government -in fact, most of the world- is an invisible mound of NPCs, whose affairs are practically inaccessible to the players. I\'ve seen a few cases of people being allowed to vote on things (example: A Tale in The Desert), but even then, the developers could veto all decisions (and I\'m talking about in-game decisions).

Where\'s the democracy?

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What makes sentient creatures have to be bipedal and/or (in the case of Centaurs) have human features

Actually, that has a lot more to do with making their bodies (and etology) suitable for intelligence. If all you have to do when you\'re hungry is bend your neck and chew on the grass, your species isn\'t going to get too intelligent. If, on the other hand, your body has a lot of ways of *usefully* interacting with the environment, intelligence is a welcome trait, so according to Darwin, it should pop up sooner or later. Humans are intelligent because of several advantageous traits: they can eat a lot of things, which avoid being eaten in a lot of ways (and so require a lot of strategies to \"outsmart\"); they can travel over an environment (the forest canopy) that requires some level of strategy... And so on. I could have a good long talk about this, but the idea is, there are a lot of ways to approach sentience.

You could, for instance, have a lot of species that do *not* have a pack mentality... All it takes is to say \"these guys are individuals\". But for people so embedded and entrenched in that mentality, it borders on the impossible.

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[...]these things do not, will not, have not or cannot be changed[...]

That would only be the case if everyone was unimaginative. Things can be changed, and often are, but only to a minimal extent - a good book or gameworld might appear in the middle of the clones.

We could, I suppose, support such creations and encourage others to experience them. I mentioned Darksun, Harwen mentioned Dune... Are there any other settings that strive to be original?

14
Wish list /
« on: July 13, 2004, 09:24:08 am »
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Because ps is a blank canvas you shouldnt really relie on ideas from members placed by from other games

Some people aren\'t \"placed\" from other games - they come with their own ideas, ideas that might have been the very reason they left those games. As for Molecular Blue being a pre-alpha version, I find it a wonderful reason to talk about role-play, especially since right now, even though there\'s nothing to do *but* role-play, nobody does it consistently... And few people do it at all.

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already there is the obvious RP feel being that your character is not human

That doesn\'t always generate an RP feel... In fact, it rarely does, since it demands a greater emotional effort on the player\'s part. You can\'t relate to a truly strange creature as well as to a human (and by \"truly strange\", I don\'t mean cat-people or elves...), which means you can\'t role-play one as easily. Since every character *is* human, more or less, I suppose it\'s not an issue. Sure, there might be slight differences between the kran and the xacha, but not enough to make them truly distinct.

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because this would give a better sense of it being RP rather than that skill just suddenly being there allready...

Gaining skills detracts from the role-playing experience, and adds a new (unworthy) goal to crafting, fishing or whatever. I agree that learning new \"job\" skills ought to be allowed, under certain restraints and in ways that encourage RP. In the end, one must consider that a person will only be physically able to do one job (or, in some rare cases, two) at peak efficiency, so having more than one \"job\" skill wouldn\'t realistically make a difference to the overall economy.

Anyway, it doesn\'t matter whether people can grow crops, build toy tops or fit pearls into a necklace, as defined by a set of skills... Role-playing has little to do with that. In the right contexts, they can encourage both RP and powergaming.

15
General Discussion /
« on: July 13, 2004, 09:06:27 am »
I doubt people are worried about their audience\'s \"purity\", or anything at all, in fact. It\'s simply more convenient to rip off. Few designers ever want to work on their whole game: they may deal with a bit of the coding part and most of the graphics, but for the most part, they\'re content to recycle the same deficient systems. Nevermind the faults of these systems... If it satisfies their sloth and need for familiarity, all problems can be overlooked. Fantasy does slip into games and novels sometimes, usually without the writer\'s clear intention, and whatever fresh ideas get consistently ripped off become a part of the \"fantasy\" genre itself.

It\'s surprising how, through social forces alone, tradition can overcome any desire to think. It\'s also surprising how it persists in the face of overwhelming evidence that \"new\" would equal \"better\". In the corporate world, Molineaux, Spector and the Blizzard crew might design games for the dumb masses simply because it pays, but... It seems social factors are the ones that make it pay. Most people don\'t care about originality, which means they\'re not about to sponsor it by joining a fantastic game or (god forbid) creating one. The solution for this, it seems, is to promote imagination and free thought wherever possible, including one\'s own mind. And by \"free thought\", I don\'t mean those hackneyed ideas about world peace and equality... I mean real free thought, free from engendered beliefs and social influence.

Not ripping off great chunks of Tolkien or the real world can actually be to a designer\'s benefit. As long as no one expects sieges, governments, housing and such to exist in the game world, no one will demand them, because it simply wouldn\'t fit in (and an original game has the bonus of attracting the right kind of people - people who can cope with originality).

Dune has a strange mix of tradition and originality, which is why I never mentioned it. Its universe is no more than a feudal empire drawing its main resource from a savage desert planet - many aspects seem to have been taken straight from our own world. What makes it so original is that, instead of simply binding these aspects together, the author prudently looked at them and decided how they\'d look like in their appropriate setting. Stilsuits, kris knives and such were both imaginative and perfectly logical - white robes and sabers wouldn\'t do for the deserts of Arrakis. By simply studying a random object from the book, its real counterpart and all the differences between them, the pattern of tradition and originality will come to light.

Now...
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A. What can one do about it?

If you need someone else to answer this question for you, I\'m afraid you won\'t be able to do anything.

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