Author Topic: RolePlaying in its purest form  (Read 15739 times)

Thynett

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To make a long story short... How to enforce RP ?
« Reply #105 on: January 25, 2004, 09:44:04 pm »
My point about this subject is that whatever you would do, powerlevellers and pure roleplayers will exist. But if you want both to cohabitate peacefully, you must manage so that they don\'t disturb each other. And for this, a few basic tips can help a lot.




Here are a few ideas (some have already been mentionned) about how to enforce RP :



I/ Character names...[/size]

...only allow letters \"a-z\" ; \"A-Z\" ; \" \" (space bar) ; \" \' \" and \"-\" for the name of the character. This way you won\'t have any players called \"D4rk 50u1\" or \"Rambo_1987\"...

Furthermore, in-game moderators could ask players to change their name if they are not RP or badly written ( DaRk SoUl for instance would become Dark Soul, that, even if not perfect, is a more acceptable name)



II/ Enforce communication between players...[/size]

... wether it is RP or non-RP. What I mean, is the possibility to create as many channels as you want. Then players choose on their own wether it is the player or the character that speaks on the channel. There would be 3 or 4 official moderated channels (main, RP, trades, help...) and as many underground unmoderated channels as players want to. Those personnal channels must OF COURSE have a password (of course chosen by the player)

If anyone has ever player the 4th coming, I am exactely describing its cc system.

And this system solves quite a lot of problems : you want to RP peacefully ? Shut down main, trade and help cc ! You are a newbie and you have questions ? Use the help cc and older players will answer ; it both avoids RP players to be disturbed and  newbies to be disdained ! You want to communicate with your guild ? Create a private channel for them ! You want to play in the evening while talking with 2 or 3 friends about your day ? Create a private channel \"myfriends\" and you\'ll be able to speak freely, without damaging the RP environement !



III/ Limit as much as possible non-RP langage[/size]

a) no weapon must be called \"long sword +5\", but \"blessed long sword\". All that devs need to do is to use adjectives such as \"blessed\", \"strong\", \"well smithed\" instead of those meaningless \"+1, +2, +3...\"


b) Set up a clever censorship :

=> on main, help and trade channels : censorship on insults ( \"****\" instead of \"fuck\").

=> on roleplay channel, /say and /shout commands (dunno if they exist, but you have the idea) :
- a censorship on most common abreviation : \"intelligence\" instead of \"int\", \"Amusing\" instead of \"lol\"... On the one hand it censors those meaningless words (mostly good towards noobs), and on the other one it shortens the typing for common expressions. (this is Davis\'idea)
- censorship words made of a mixture of letters and numbers : \"uber-l33t\" would become \" *cough* \". Simple, fun, effective.

=> on private channels : no censorship (players have to rule it on their own)

(PS : I m against a systematical censorship on slang, because rude characters could not roleplay properly, and players could not mess around with friends, so that it we would have a puritain polite well-thinking boring world)



IV/ As few NPC as possible[/size]

(idea already mentionned in an answer before)

Because this way players have to communicate and interact, and communication is the first step to RP. A powerleveller that can play without talking to anyone will never have the idea to try RP.

We only need NPCs for :
- helping newbies to start
- do very boring things (NPC merchants for a guild for instance)

but no NPC that would sell infinite weapons, or buy tons of loots.

(I am waiting for reactions about the beta of Dark and Light, where they put an offline mode, where your offline character becomes a merchant that sells what you collected while being online)




V/ Hide stats[/size]

THAT is a very innovative idea. (i don\'t remember who said it first in this post) You would not say anymore \"I have 500 strengh\" but \"once i was attacked by a group of 5 huge orcs and I killed all of them...\"

It has already been discussed before,  so I\'ll make it short : it is a great stem for plots !



VI/ A strong and alive background[/size]

a) Improve the current background and make it available for everyone : an official library.
For this I would recommand an official site called \"Laanx\'library\" for instance where we could find tons of stories : the official background, player tales, poems etc... this site would look roleplay, and have only roleplay texts. This library woud be the base of the game background. A second site could be used for a FAQ, a player help etc. but it must not mix with the library.

b) A dynamic background : Game Masters.
GMs must be often connected to make alive campains and scenarios that would enlive the whole world. GMs would play important roles (a council member any famous knight back from a caimpain, an orc warlord, a prophet...) that would need the players to solve their problems.
And those GMs could reward (or not) good RPers by increasing their stats (whether their character is \"good\" or \"evil\"). The great point is that if stats are hidden, we won\'t have ppl doing the quests just for XP, since they won\'t even know they have gained any stat ! But rewards are not only stat points ; they can be unique items (unique doesn\'t mean powerful), important social roles, political secrets...



VII/ No immortal character[/size]

I am now reaching more sensitive points. If characters never die, there will be players that will want to make their character the strongest, even if stats are hidden. They will want to kill the biggest mob, to archieve the hardest quest and so on. BUT if your character finlly dies ? What would that powerful character leave behind him ? NOTHING ! The only way for a character to survive after his death is via fame, friends and family.

The only problem here is with elves, krans and klyros that can live hundreds of years old... Well my advice would be to reduce their life expectancy, but maybe I\'m going too far here.

An other aspect is to not forget CHILDREN and OLD PEOPLE. I can not imagine a realistic world with only halthy people between 20 and 40.

This is not hard to implement. Only needs other skins, hairs... to model old characters, and smaller sizes for children. Nothing more ^^


VIII/ Open PvP[/size]

Another sensitive point.

Just gives more freedom for more RP possibilities.
And for those that are affraid by pks, here are 2 reason to be confident. First, with no stat or lvl, it would be harder for pks to choose a weak victim. Furthermore, GMs could create a guild, \"Ylakium Guard\", where loyal-good characters are recruted and paid to protect other characters. Each town could even have their own council, and their own guard. How wonderful ! pks have become a new possibility for RP !

However since the idea of \"only PvP in arenas\" has been chosen, I don\'t want to discuss this anymore. I only regret that devs are too shy on this point, with this hybrid solution. All games have the same problem : devs are affraid of any excess, so they don\'t take any risk; It is understantable, but I regret it.


IX/ Help newbies to act on a RP way[/size]

Because when you are a newbie, most ofthe time you have never played a MMORPG before ; you try this game because it is free, and you are intimidated by those strange guys speaking on a strange way (i\'m talking about roleplayers). That\'s why they must be helped.

a) character creation : instead of choosing stats, jobs and so on at the character creation, the player would only choose :
- race, sex
- physical aspect (hair, eyes, size, age, build...)
- type down a short description
- type down a short background.
This way, since the very beguining of the character creation, the player knows he\'s in an uncommon game. Of course at the character creation all characters of a same race would have the same stats, but very soon each character would specialise to become unique.

b) we could have a short tutorial for the main gameplay commands (how to attack, to run, to use magic etc.)

c) we have the \"help\" cc I mentionned before.

d) It is each player\'s role to help newbies. When a noob asks \"money plz\", do not ignore him, but tell him \"what are you saying ? I don\'t understand...\" until he understands he must speak properly. And once he asks \"Would you have some money for me Sir ?\" don\'t give it right away, ask him any cheap staff he can easily get, and reward him generousely : that will be his first quest (even if it is basic ^^)



X/ Begin as soon as possible[/size]

We must use the beta to build a healthy core of roleplayers, that will help new players to integrate and make a harmonious community. It is obvious that if suddenly 2000 players settle in a few days without any knowledge about RP, we will only have another boring camping so-called RPG.

However I am confident about this, when I see all these active guilds spawning, and the number of people that want to enforce RP.




The main point in all this is mutual respect. Roleplayers and campers can live together, but they must interact on a non-aggressive way for both. Campers must not sp34k l1k3 14m3r5, and roleplayers must not be agressive towards those strange people that love crafting for hours. And here, the channel system described above seems a very good solution.




PS : I am not english, so please excuse my French ^^ Furthermore  don\'t play much, because it is hard to RP in english when your vocabulary is limited. I hope a French server will come soon ^^
« Last Edit: January 25, 2004, 10:02:01 pm by Thynett »

Axsyrus

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« Reply #106 on: January 25, 2004, 10:14:25 pm »
Sorry, I don\'t have time to read it all now, but about the first part:
Quote
Originally posted by Thynett
I/ Character names...[/size]

...only allow letters \"a-z\" ; \"A-Z\" ; \" \" (space bar) ; \" \' \" and \"-\" for the name of the character. This way you won\'t have any players called \"D4rk 50u1\" or \"Rambo_1987\"...

Furthermore, in-game moderators could ask players to change their name if they are not RP or badly written ( DaRk SoUl for instance would become Dark Soul, that, even if not perfect, is a more acceptable name)

Usernames can only have characters a-z, the first character will be uppercase, everything else will be lower case.. this is already implemented in the current version of PS..

Axsyrus the Azure - Ruler of the Winds
Member of The Arcane Order\'s Council

Monketh

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« Reply #107 on: January 25, 2004, 10:27:57 pm »
I think his suggestion is better.  I mean, what about last-names?
The key to manipulative bargaining is to ask for something twice as big as what you want, then smile and nod when you are talked down to your original wish. You are still young, my apprentice, and have much to learn in the ways of the force. -UtM

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« Reply #108 on: January 25, 2004, 10:39:51 pm »
I don\'t like the \"no immortal characters\".

I enjoy playing MMORPGs because my character don\'t die. Or when he dies, he can get back to life (what is planned).

Oh and yes, last names are great !  :D

Ripostellar

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« Reply #109 on: January 26, 2004, 12:17:12 am »
Quote
Originally posted by Thynett

III/ Limit as much as possible non-RP langage[/size]

- censorship words made of a mixture of letters and numbers : \"uber-l33t\" would become \" *cough* \". Simple, fun, effective.

We\'re going to have a punch of people nothing but coughing all the time and we\'ll just assume they\'ve catched a cold or something. :)

Quote
V/ Hide stats[/size]

THAT is a very innovative idea. (i don\'t remember who said it first in this post) You would not say anymore \"I have 500 strengh\" but \"once i was attacked by a group of 5 huge orcs and I killed all of them...\"

Great idea, but probably most people would be against it so it could be compromised: Instead of numeric stats we could have descriptions for your abilities. For example strength could be descriped \"strong as a trepor\" or \"can beat 5 huge orcs at a time\" or \"stonecrusher\" or anything what comes in mind. Or just plain, boring \"strong\", \"robust\", \"weak\", \"fragile\" and such. Not sure if this is already suggested (most probably by Davis) but doesn\'t matter. As for myself, I\'d prefer hidden stats though... It brings a nice comical aspect to the game as you can\'t be sure are you able to knock down that giant with your hand made axe... (Unless you have tried it before, or seen your friend trying it and being squashed like a bug.)


And what comes to the powerlevellers, they could be called barbarians, as they speak strangely and want just to kill everyone in sight. They could be teached manners by the advisors or anyone willing and thus make them civilised. That way even powerlevellers would fit the world. (For I haven\'t seen any RPG without barbarians)


PS: Powerleveling ruins lives!!

- Ripostellar Winterchild -

Thynett

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« Reply #110 on: January 26, 2004, 12:56:13 am »
Quote
Originally posted by Axsyrus
Usernames can only have characters a-z, the first character will be uppercase, everything else will be lower case.. this is already implemented in the current version of PS..


Yes I\'d like to see last names implemented (add the space bar), or composite names (Tar-Aldarion or such names) or irish-sounding names (O\'connor and so)


Quote
Originally posted by Ripostellar
Instead of numeric stats we could have descriptions for your abilities. For example strength could be descriped \"strong as a trepor\" or \"can beat 5 huge orcs at a time\" or \"stonecrusher\" or anything what comes in mind. Or just plain, boring \"strong\", \"robust\", \"weak\", \"fragile\" and such.

And what comes to the powerlevellers, they could be called barbarians, as they speak strangely and want just to kill everyone in sight. They could be teached manners by the advisors or anyone willing and thus make them civilised. That way even powerlevellers would fit the world. (For I haven\'t seen any RPG without barbarians)


PS: Powerleveling ruins lives!!



Nah you\'re being too shy. If you have such a scale :
strengh 1 = \"weak\"
strengh 2 = \"normal\"
strengh 3 = \"robust\"
strengh 4 = \"strung\"
strengh 5 = \"can kill 5 orcs\"
and so on, then powerlevellers won\'t be looking for a high level, but for the highest comment. It is just a lexical substitution.
On the other hand, totally invisible stats give no marks for levellers, they have no aim, then they turn more rapidely to RP.

Davis

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« Reply #111 on: January 26, 2004, 12:56:21 am »
Well, I think we should get rid of all the Mexicans.

Golbez

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« Reply #112 on: January 26, 2004, 07:54:16 am »
Interesting points, Thynett. Let us analyse them one by one, shall we? I had to chop this post in half, it was truly a lengthy one!

Quote
Originally posted by Thynett
I/ Character names...[/size]

...only allow letters \"a-z\" ; \"A-Z\" ; \" \" (space bar) ; \" \' \" and \"-\" for the name of the character. This way you won\'t have any players called \"D4rk 50u1\" or \"Rambo_1987\"...

Furthermore, in-game moderators could ask players to change their name if they are not RP or badly written ( DaRk SoUl for instance would become Dark Soul, that, even if not perfect, is a more acceptable name)


Of course! Believable names, that is actually quite important. The name is that word assigned to a specific character, and signifies more than one would think of at a first glance.

Who would take a Dwarf named Billy_Bob_Joe_1990 seriously? Not to mention that I doubt any parent would willingly bring shame to the family by naming his child so ridiculously ;)

In many books and games, there is a certain \"sound\" and \"feel\" to the names of each race. Take Tolkien\'s Middle Earth, for example! It is clearly evident that Legolas is an Elven name, is it not? And Bilbo, and Frodo...they have that distinct characteristic of the Hobbits.

It would be appealing, from my point of view, for the developers in charge of designing the setting, of modelling this sort of feeling for each race.

There is one MUD where the story does not take place on Earth, but a similar world. The continents and history have some parallelisms, but the nations are completely different. To identify a stereotypical name, the creators assigned each country a particular ethnical sound to their names. So one nation has French-sounding names, other in the vicinity sounds like Italian, another German, and so on.

I am not saying that the same should be done with PlaneShift, but having each race totally different beliefs and bakcgrounds, I do not think that Enkidukais and Humans would possess similar names. Just a thought.

Quote
Originally posted by Thynett
II/ Enforce communication between players...[/size]

... wether it is RP or non-RP. What I mean, is the possibility to create as many channels as you want. Then players choose on their own wether it is the player or the character that speaks on the channel. There would be 3 or 4 official moderated channels (main, RP, trades, help...) and as many underground unmoderated channels as players want to. Those personnal channels must OF COURSE have a password (of course chosen by the player)

If anyone has ever player the 4th coming, I am exactely describing its cc system.

And this system solves quite a lot of problems : you want to RP peacefully ? Shut down main, trade and help cc ! You are a newbie and you have questions ? Use the help cc and older players will answer ; it both avoids RP players to be disturbed and  newbies to be disdained ! You want to communicate with your guild ? Create a private channel for them ! You want to play in the evening while talking with 2 or 3 friends about your day ? Create a private channel \"myfriends\" and you\'ll be able to speak freely, without damaging the RP environement !


Channels. Already been discussed, yes! The possibility of toggling off a certain channel is a must, I say. And the active moderation of each of them a necessity.

Creating private channels is quite an idea as well. If well implemented, it could be very helpful.


Quote
Originally posted by Thynett
III/ Limit as much as possible non-RP langage[/size]

a) no weapon must be called \"long sword +5\", but \"blessed long sword\". All that devs need to do is to use adjectives such as \"blessed\", \"strong\", \"well smithed\" instead of those meaningless \"+1, +2, +3...\"


b) Set up a clever censorship :

=> on main, help and trade channels : censorship on insults ( \"****\" instead of \"fuck\").

=> on roleplay channel, /say and /shout commands (dunno if they exist, but you have the idea) :
- a censorship on most common abreviation : \"intelligence\" instead of \"int\", \"Amusing\" instead of \"lol\"... On the one hand it censors those meaningless words (mostly good towards noobs), and on the other one it shortens the typing for common expressions. (this is Davis\'idea)
- censorship words made of a mixture of letters and numbers : \"uber-l33t\" would become \" *cough* \". Simple, fun, effective.

=> on private channels : no censorship (players have to rule it on their own)

(PS : I m against a systematical censorship on slang, because rude characters could not roleplay properly, and players could not mess around with friends, so that it we would have a puritain polite well-thinking boring world)


Censorship is a tough one. I personally have RolePlayed characters with a sporadic tendency to profanity, and he was well accepted because of his crude and rough personality. It matched and made sense for him to speak that way, and I was careful enough to use his swearing responsibly. Too much of it gets annoying and dull ;)

It would annoy me to no end to see that my character would be censored with such mild profanities like \"damn\", \"darn\", and even worse. I think we are grown ups, and mature enough to know the meaning behind those words. And as the devs put it once or twice before, it is not particularly intended for PlaneShift to be a game rated as \"Everyone\".

In regards to \"1337\" speech, both players and moderators should take care of it. Players asking for the 1337 speaker to drop such \"language\" (If you can call it a language), and moderators informing the player that said kind of behaviour is disruptive, annoying and not allowed.


Quote
Originally posted by Thynett
IV/ As few NPC as possible[/size]

(idea already mentionned in an answer before)

Because this way players have to communicate and interact, and communication is the first step to RP. A powerleveller that can play without talking to anyone will never have the idea to try RP.

We only need NPCs for :
- helping newbies to start
- do very boring things (NPC merchants for a guild for instance)

but no NPC that would sell infinite weapons, or buy tons of loots.

(I am waiting for reactions about the beta of Dark and Light, where they put an offline mode, where your offline character becomes a merchant that sells what you collected while being online)


I still hope to see Merchant players. Would it not be fun to haggle with another player\'s character about the price for that silver longsword? \"I say it is 80 trias!\" \"What? Are you insane? I will not part with it for any less than 100 trias!\"

For helping newlies, NPCs are very limited, if not excessively so. A detailed Player\'s Guide, and a few staff assigned to aid new players, should be a more effective.

In key positions, I would very much like to see controlled characters. Some positions, maybe the eight octarchs, may have to be controlled by the staff to see that the government of Yliakum stays in thematic coherence (Sometimes, a player may ignore why the Octarch should choose this decision, due to the existance of plot \"X\", or to open the possibility for plot \"Y\" to happen after event \"Z\"), as well as some other jobs of -extremely- high importance (And I mean, EXTREMELY). This is why, in many MUDs and MUSHes, you see the King, President, Dictator or whoever is in charge of that game world (ICly speaking), being controlled by a staff player.

But Sergeants, Captains, Advisors, Scientists, Secretaries, Craftsmen, Ministers...Those could all be played by responsible players! Why put a limited script in charge of such potentially fun characters?


Quote
Originally posted by Thynett
V/ Hide stats[/size]

THAT is a very innovative idea. (i don\'t remember who said it first in this post) You would not say anymore \"I have 500 strengh\" but \"once i was attacked by a group of 5 huge orcs and I killed all of them...\"

It has already been discussed before,  so I\'ll make it short : it is a great stem for plots !


Indeed! I totally agree with this. Besides, it would encourage players to have their characters crossing blades (or casting spells at each other) in the Arena! And people would not turn down duels just because \"The other is a level 23, he will beat me all the same!\"

And a discomforting sense of \"Is he truly as strong as he looks like?\" would strike us every once in a while! ;)

...This is not over yet. It continues on the following post. I curse that 12345 character limit!

Golbez

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« Reply #113 on: January 26, 2004, 07:55:47 am »
Welcome back! And let\'s get this over with!

Quote
Originally posted by Thynett
VI/ A strong and alive background[/size]

a) Improve the current background and make it available for everyone : an official library.
For this I would recommand an official site called \"Laanx\'library\" for instance where we could find tons of stories : the official background, player tales, poems etc... this site would look roleplay, and have only roleplay texts. This library woud be the base of the game background. A second site could be used for a FAQ, a player help etc. but it must not mix with the library.

b) A dynamic background : Game Masters.
GMs must be often connected to make alive campains and scenarios that would enlive the whole world. GMs would play important roles (a council member any famous knight back from a caimpain, an orc warlord, a prophet...) that would need the players to solve their problems.
And those GMs could reward (or not) good RPers by increasing their stats (whether their character is \"good\" or \"evil\"). The great point is that if stats are hidden, we won\'t have ppl doing the quests just for XP, since they won\'t even know they have gained any stat ! But rewards are not only stat points ; they can be unique items (unique doesn\'t mean powerful), important social roles, political secrets...


Rewards for good RolePlaying! Yes! Positions, secrets, intrigue...and why not? Perhaps staffers -may- be able to raise your skills just a wee bit, after a very dramatic situation ensued, and the RolePlaying was entertaining.


Quote
Originally posted by Thynett
VII/ No immortal character[/size]

I am now reaching more sensitive points. If characters never die, there will be players that will want to make their character the strongest, even if stats are hidden. They will want to kill the biggest mob, to archieve the hardest quest and so on. BUT if your character finlly dies ? What would that powerful character leave behind him ? NOTHING ! The only way for a character to survive after his death is via fame, friends and family.

The only problem here is with elves, krans and klyros that can live hundreds of years old... Well my advice would be to reduce their life expectancy, but maybe I\'m going too far here.

An other aspect is to not forget CHILDREN and OLD PEOPLE. I can not imagine a realistic world with only halthy people between 20 and 40.

This is not hard to implement. Only needs other skins, hairs... to model old characters, and smaller sizes for children. Nothing more ^^


This adds a very important factor, the player\'s attachment to his or her character. \"I do not want the damn drunk Dwarf to die! He is a part of me now!\". This usually leads to less \"hack n\' slashin\' \" and more RolePlaying opportunities, sometimes.

Although I doubt aging will be implemented. And I actually see little reason to code how a character grows from a child to a known old geezer.

But, for example, it would be interesting if each character has a defined age range. Perhaps, during character creation, the player could be given the chance to opt between, \"Teenager\", \"Young adult\", \"Middle aged\", \"Mature\", \"Old\", and so on.

Each would have their own characteristics. Young adults would be more vigorous and energetic, more than likely tire less than someone of the following age range. Although a trained mature man may prove to have the endurance of an ox, perhaps! Depending on how that character has grown up, or probably depending on a few points invested in personal traits!

Children in game is for many a taboo topic. Not many players would like to log on to see pre-teen beggars whimpering in the streets, or perhaps, during an orc raid, witness the crude assault from a warring green beast towards a defenseless child.

Sometimes, certain aspects of life and reality have to be ignored in order to provide a more enjoyable experience. I doubt many would be thrilled by being shown how young lives can be ruined and abused in a tough and competitive world such as Hydlaa.

Children? A discussion for another time, perhaps.


Quote
Originally posted by Thynett
VIII/ Open PvP[/size]

Another sensitive point.

Just gives more freedom for more RP possibilities.
And for those that are affraid by pks, here are 2 reason to be confident. First, with no stat or lvl, it would be harder for pks to choose a weak victim. Furthermore, GMs could create a guild, \"Ylakium Guard\", where loyal-good characters are recruted and paid to protect other characters. Each town could even have their own council, and their own guard. How wonderful ! pks have become a new possibility for RP !

However since the idea of \"only PvP in arenas\" has been chosen, I don\'t want to discuss this anymore. I only regret that devs are too shy on this point, with this hybrid solution. All games have the same problem : devs are affraid of any excess, so they don\'t take any risk; It is understantable, but I regret it.


PvP in PlaneShift. Flogging a dead horse? Maybe. But I may take \"PvP in Online RolePlaying\" as a topic for a thread in a not so distant feature, in a galaxy not so far away.


Quote
Originally posted by Thynett
IX/ Help newbies to act on a RP way[/size]

Because when you are a newbie, most ofthe time you have never played a MMORPG before ; you try this game because it is free, and you are intimidated by those strange guys speaking on a strange way (i\'m talking about roleplayers). That\'s why they must be helped.

a) character creation : instead of choosing stats, jobs and so on at the character creation, the player would only choose :
- race, sex
- physical aspect (hair, eyes, size, age, build...)
- type down a short description
- type down a short background.
This way, since the very beguining of the character creation, the player knows he\'s in an uncommon game. Of course at the character creation all characters of a same race would have the same stats, but very soon each character would specialise to become unique.

b) we could have a short tutorial for the main gameplay commands (how to attack, to run, to use magic etc.)

c) we have the \"help\" cc I mentionned before.

d) It is each player\'s role to help newbies. When a noob asks \"money plz\", do not ignore him, but tell him \"what are you saying ? I don\'t understand...\" until he understands he must speak properly. And once he asks \"Would you have some money for me Sir ?\" don\'t give it right away, ask him any cheap staff he can easily get, and reward him generousely : that will be his first quest (even if it is basic ^^)
[/QUEST]

Exactly. Not only staff and volunteers should be willing to help newlies. Not all of us have the same patience, I admit. But we should attempt to be welcoming and give them a chance to fit in. Help them as much as you can!


Quote
Originally posted by Thynett
X/ Begin as soon as possible[/size]

We must use the beta to build a healthy core of roleplayers, that will help new players to integrate and make a harmonious community. It is obvious that if suddenly 2000 players settle in a few days without any knowledge about RP, we will only have another boring camping so-called RPG.

However I am confident about this, when I see all these active guilds spawning, and the number of people that want to enforce RP.


Precisely. I would be very pleased to see RolePlaying in these releases. And jump into a session if possible, too! And if one does not enforce the expected style of playing from the beginning, it would be a utopia to think that the player base would efficiently adjust when the final release arrives and last, and time for some true RolePlaying is in order.


Rest your eyes, I am sure it has been stressful for them!  And thanks for reading another of my endless rants!

Oh, and Davis, I would appreciate if you could at least, keep racist jokes to a minimum. Yes? ;)

- Golbez

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« Reply #114 on: January 26, 2004, 11:45:46 am »
Quote

Nah you\'re being too shy. If you have such a scale :
strengh 1 = \"weak\"
strengh 2 = \"normal\"
strengh 3 = \"robust\"
strengh 4 = \"strung\"
strengh 5 = \"can kill 5 orcs\"
and so on, then powerlevellers won\'t be looking for a high level, but for the highest comment. It is just a lexical substitution.
On the other hand, totally invisible stats give no marks for levellers, they have no aim, then they turn more rapidely to RP.

Yeah, now as I consider it again, it seems even worse than the numeric stats, yet hidden stats are still the best solution.

Btw, Golbez, you write well. Hear him!

- Ripostellar Winterchild -

Taldor

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« Reply #115 on: January 26, 2004, 12:07:24 pm »
I agree with you golbez about all 10 points exept 2: The RP-language and the hiding of stats (probabely for him the most impotant).

RP-language (III):
a. If you should do that, things couldn\'t be clear anymore for player who can\'t speak english very well: i.e. what is the diffrence between good, strong and well-smithed?? But everyone understands +2 is better then +1.
b. I think if it was implemented in the game, it should be possible to disable it. And i don\'t believe it can work, but that doen\'t matter since i just want to disable it.

Hiding of stats (V):
I dont like this idea either but only because I think it is impossible to control. If everyone does this automaticly, it\'s perfect.

I really hope nobody will quote Golbez entire posts to comment it.

Winterheaven

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« Reply #116 on: January 26, 2004, 01:59:15 pm »
Hello @all,

Hurray, the thread is up again ;)

Something i have to say to annoy nobody:
If i speak about NWN (Neverwinter Nights) the next paragraphs, it is definitively NOT to make any advertising for the game. But i played it much and it is some of my latest online rp-experience. It is only mentioned in order to make things clear and to give some hints what is possible.

1) Character Names

@Golbez: You spoke about LOTR-Char-Names... No doubt, these are apposite names. But remember that Tolkien was a \"professor of Anglo-Saxon at Oxford University\" - not everybody can have the feeling for the _right_ name. At least names are hollow words. Of course they can improve and affect roleplay, but should not do it in a big way.

Additional thoughts about \"visible\" ON-Lists:
In NWN you have a two-sided message window. Left side you get all your personal messages (i will come to this topic at the next point), right side you have the \"server\" window. In this server window you get all server related messages: Login/Logout of a player (only Login Name visible - Login Name = your account at Bioware and unique worldwide through all NWN-Players), script errors, server messages from an admin. For the player it is a form of recognizing... he can see, who is going on/off. Additional you can ask for a char list, which lists all connected characters (only with their char name). I know players, which connect to the server, walk the char list and if there are only unknown names, they disconnect before entering the world.
It is a \"feature\", but not good for roleplay. It destroys roleplay. ( And i hate to say that, because sometimes i am also like to see, if a special person is ingame ). But that opens group behaviour and ooc interpreted information windows and doors. You should come in, where you left the game last time, you should only have information, what you see in your view (except you have magical power). Else it should not possible to know, which player acts in which region of the game. Or i am wrong? Would like to discuss this.

2) Communication between Players

I did not like the idea of (too many) channels. To many channels can ruin the game. You must click through the whole channel list, to get something to talk with? I think, the OOC-Brackets (if really necessary), the OOC-Areas and the DM-Channel are enough for newbies. If they want to roleplay, they will take the help there, if not... they do not need any help!
On our server we have rich use of the different NWN-engine prepared \"channels\" (NWN does it name channel, but i would recommend: communication kinds).
There are 6 different kinds of communication:
+ shout (seen by: all player in the game): On our server this is restricted. Only allowed by DMs. Cause in the beginning we had something like: \"Big bards contest on xxx-Tavern.\" That interrupts the roleplay of the others. If players really needs a broadcast, they can ask the DM by its channel.
+ talk (seen by: all players on screen)
+ party (seen by: all players in the same party independend of location)
+ DM (seen by: only logged in DM)
+ whisper (seen by: players in the range of 1-2 meters)
+ tell (seen by: only the specified player, aka private message)
One additional wish would be \"by language\". So it make sense to invest some skill points on their special elfen language and only others with this talent can \"understand\" you. In game that could be so, that you see the other people speaking, but getting only wrong words and sentences with no sense.

3) limit non-rp language

nothing to say, for game objects i think this would be nice (but not easy... to find many different words ;)

4) only few NPC

Only some words: You can not play all roles by players. Nobody is ever on. Nobody has all authority. Not all children, church priests, farmers and dracos could be played by humans. (the \"normal\" dragon sits for years in its cave... a really enjoyable role for a player.)

5) Hide Stats

Uhm.. i think, players really need something to compare. That is the same as in RL. The human being grows with their comparison to other humans. Else you are soon playing on a plain social server... But, what is needed, are skills, which really make sense. And an engine, which gives you _enough_ possibilities. Remember a Planeshift, where it is possible, that a weak but clever dressmaker can defeat the tumb warrior throug tactical and strategical ideas. Or - and that is the question - there are no engine fight, and all fights are on an emotional base, e.g. \"pricks with the dagger fast in the direction of your heart\", \"the steel can not pierce the thick armor\"...

6) A strong and alive background

We have discussed this very controversial. In NWN you can have an information sheet about any player char. This sheet does not contain any statistical information, only the hint, if the player is very weak/strong (written in this words) and some of the \"visible special\" skills. The other information visible is only the character description, entered on character creation by the player. The question is now: What should the player put in here? We got many different answers. From \"the whole maintenance history\" till \"nothing\". At least we meet at the following: This data should only contain things, which the player sees, if he is not blind, but the engine could not display (that is: pointed ears, any scars and fresh wounds, special cloathes, approximately age, ...). All other things, his history, background, etc. can you get from him on an evening at a campfire. Otherwise information from outside the game, from outside the _roleplay_, would come ingame.
An Example: The dwarfen king Iztmir - played by XYZ - has brought peace to an area of Planeshift. Not only this, he is an acceptable fighter and one of the five old mages of the ring of the sages... If you read this on a website and then meet him ingame... what do you have to him? Well, RESPECT! But it comes from information out of game. Such a respect should come ingame by talking about him, reading about him in a book which is located in an ingame  library. If you never heard from him, meet him and think, you can insult him... it is really ok, that he knocks out you with only a finger snip.

7) No immortal character & 8) PvP

Can write a book about this topic ;) Enough said... you got it, i think.

9) Help newbies to act on a RP way & 10) Begin as soon as possible

Nothing to add. :tup:

br, Winterheaven.

p.s. tried to make it as short as possible and hopefully without to much NWN-influence and with not bad english...
Max and Logan, that is the plan. (joshua)

Thynett

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« Reply #117 on: January 26, 2004, 10:59:28 pm »
Quote
Originally posted by Winterheaven

1) Character Names

@Golbez: You spoke about LOTR-Char-Names... No doubt, these are apposite names. But remember that Tolkien was a \"professor of Anglo-Saxon at Oxford University\" - not everybody can have the feeling for the _right_ name. At least names are hollow words. Of course they can improve and affect roleplay, but should not do it in a big way.


there are automatic generators of names. (like in DAoC) We could impement an optionnal one for players that don\'t have ideas.

Quote
2) Communication between Players

I did not like the idea of (too many) channels. To many channels can ruin the game. You must click through the whole channel list, to get something to talk with?

There are 6 different kinds of communication:
+ shout (seen by: all player in the game)
+ talk (seen by: all players on screen)
+ party (seen by: all players in the same party independend of location)
+ DM (seen by: only logged in DM)
+ whisper (seen by: players in the range of 1-2 meters)
+ tell (seen by: only the specified player, aka private message)


I think players should have the choice if they want lots of channels or not. Then if you prefer to be quiet you only keep one or 2 interresting. And if you want to have many private conversations (IC or OCC) you must have the possibility to have many channels, otherwise players will be forced to use generic channels for private chats, which would disturb everyone.


Quote
4) only few NPC

Only some words: You can not play all roles by players. Nobody is ever on. Nobody has all authority. Not all children, church priests, farmers and dracos could be played by humans. (the \"normal\" dragon sits for years in its cave... a really enjoyable role for a player.)


wrong ! When I played the 4th coming,  I played a children for almost 2 years and i LOVED it ! I had friends playing clercs, beggars, blind men, cooks, even prostitutes ! Any role outside the hero is wonderful to play. I even can\'t understand what\'s interresting in being a brave dragonslayer or a terrific demon master.

However discussion about ageing is useless since it is too complicated to implement at this stage of developpement (which I regret sooooooooooo much :\'( )


Quote
5) Hide Stats

Uhm.. i think, players really need something to compare. That is the same as in RL. The human being grows with their comparison to other humans. Else you are soon playing on a plain social server... But, what is needed, are skills, which really make sense.


As a human, do you have stats tatooed on your skin ? No, but you know that this friend of yours is stronger than you, that he runs faster, that he plays chest better but you are betgter at starcraft than him.  Why do you know that ? Not because of a number saying hoiw good you are. But because you have challenged your friend, and now you can compare with him.
Hiding stats is just the same but in a RPG.

Golbez

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« Reply #118 on: January 26, 2004, 11:15:00 pm »
Alright! Nice arguments. Let us see...

Quote
Originally posted by Taldor
I agree with you golbez about all 10 points exept 2: The RP-language and the hiding of stats (probabely for him the most impotant).

RP-language (III):
a. If you should do that, things couldn\'t be clear anymore for player who can\'t speak english very well: i.e. what is the diffrence between good, strong and well-smithed?? But everyone understands +2 is better then +1.
b. I think if it was implemented in the game, it should be possible to disable it. And i don\'t believe it can work, but that doen\'t matter since i just want to disable it.


I do not agree with \"things wouldn\'t be clear anymore\". Perhaps the game will not have that structured mathematical feel to it. Which is fine by me, by the way. Not that I have a dislike towards math, quite the contrary, actually!

But remember, we also possess visual aids in this game. If done correctly, a better weapon not only would be described with a \"stronger\" adjective, but it would also -look- more powerful.

There could also be a certain \"Weapon Lore\" skill, or trait, which allows the character to effectively compare two weapons in his possession. A wiser, more experienced warrior could be able to decide if this bronze longsword or this steel claymore is more suitable for his needs, as well as a mage would be able to discern whether that tome he found in the body of an evil orc shaman allows him to cast more powerful spells than the one he received at the Wizard Academy, or so on!

And for the record, English is not my native language. But you would not believe how online RolePlaying benefited my grasp on the language. I still bump against the occasional cultural barrier, but it does not feel nearly as insurmountable as before.

Plus, dictionary.com worked wonders ;)

English students should also think of this as a possibility. Learn new expressions as you play a game you enjoy! It is a \"no lose\" situation, no? :) As long as you do not get helplessly addicted and never neglect your study books, it will be productive, I reckon.

Quote

Quote
Originally posted by Taldor
Hiding of stats (V):
I dont like this idea either but only because I think it is impossible to control. If everyone does this automaticly, it\'s perfect.


Quote
Originally posted by Winterheaven
5) Hide Stats

Uhm.. i think, players really need something to compare. That is the same as in RL. The human being grows with their comparison to other humans. Else you are soon playing on a plain social server... But, what is needed, are skills, which really make sense. And an engine, which gives you _enough_ possibilities. Remember a Planeshift, where it is possible, that a weak but clever dressmaker can defeat the tumb warrior throug tactical and strategical ideas. Or - and that is the question - there are no engine fight, and all fights are on an emotional base, e.g. \"pricks with the dagger fast in the direction of your heart\", \"the steel can not pierce the thick armor\"...



Precisely. If hidden stats are implemented, there should be no way for the player to circle around the system and find out what skill level his character possesses.

Of course, this is not to say that in character creation, you would not be able to decide the relative strength, intelligence, will, charisma, and other similar traits. If they are described with a word that escalates progressively as the trait is increased, then it would add a lot to the atmosphere, in my opinion.

Granted, the human being can be excessively competitive and eager to compare himself with others of his kind. But what prevents your character from joining a tournament of sorts, or pick a fight in the arena? I think you would be more than able to make a comparison if you take advantage of the limited PvP system.


Quote
Originally posted by Winterheaven
You should come in, where you left the game last time, you should only have information, what you see in your view (except you have magical power). Else it should not possible to know, which player acts in which region of the game. Or i am wrong? Would like to discuss this.


I have been startled to see how many similar suggestions have been put forward. It is an ever increasing tendency to wish for the game to give the player the limited information that would be available to the character.

Are you meaning that the game should only tell you which players are online in your region? And what about those in other regions? I would like to be able to communicate with them as well.

I think this is not an effective approach. We all know how easy it is for players to apply OOC knowledge in IC ways, even if it is evident that the character would not be aware of such information.

The easiest and most blatant example is character A approaching character B, both having never met or heard of each other. But still character A would call out to B, and mention his name, \"Hello, Bill!\"

However, I doubt that reducing the amount of information displayed to the player will solve this. Players should, in fact, know more about the world and happenings than the character! The player should be as learned in the ways of the virtual world as possible, so that the RolePlaying can be more coherent, more enjoyable.

You cannot prevent players from not forming a tight and closed clique, causing them to disconnect ten seconds after logging on and realising none of his friends is online. It is natural! Everyone seeks to get together with those he or she feels confortable with, and I mean this from a player\'s point of view.

I still make the effort, in many games, to stay online and wander about, meeting new people, when none of the characters my persona knows is online. But many choose otherwise, and it is fine! I sometimes tend to invite other characters through an OOC invitation, \"I will be heading to Kada-El\'s tavern. If you want to RolePlay a scene, maybe have our characters meet, then you are welcome to come!\".

It encourages some players to play with you, sometimes. If you do not make the effort to invite other players to interact with you (using the method you want), you cannot really blame them for not doing so, can you? ;)


Quote
Originally posted by Winterheaven
1) Character Names

@Golbez: You spoke about LOTR-Char-Names... No doubt, these are apposite names. But remember that Tolkien was a \"professor of Anglo-Saxon at Oxford University\" - not everybody can have the feeling for the _right_ name. At least names are hollow words. Of course they can improve and affect roleplay, but should not do it in a big way.


I do not expect a world with the depth of Tolkien\'s to be designed by the settings team. Tolkien had a particular fanatism for details and conceived the idea of a world that was practically perfectly described. One would be able to see, using the limitless power of imagination, what life in Middle Earth was like.

It is a dreadfully wearisome effort to think of all those details. A particular sound names for the names of each race is a fine example of this. But does it not add a certain depth to the world, by being shown that specias are not only physically different, but also present cultural inequalities?


Quote
Originally posted by Winterheaven
4) only few NPC

Only some words: You can not play all roles by players. Nobody is ever on. Nobody has all authority. Not all children, church priests, farmers and dracos could be played by humans. (the \"normal\" dragon sits for years in its cave... a really enjoyable role for a player.)


Of course! Player times and the restricted playing hours play a vital role in an online game where people from all over the world log on.

I already expressed my opinion about the downside of the presence of children, albeit it detracts from the believability of the world (Although some games implemented children, and they can be seen playing in the streets at 4 am in the morning ;)), there are certain issues with their participation in a game where so much combat and death is palpable.

Who is to say, that a church priest cannot leave the church? Particularly in fantastic worlds, where clerics and priests have a place in strategical combat. Perhaps the priest would hold a session every particular day at a particular hour, or leave the care of the church to one of his underlings.

Dragons? They are not a playable race, you do not have to worry about that! ;)

With a bit of effort, though, a player can turn a seemingly boring profession into a fun to play character. Or at least, fun to play from a personal perspective :D


Quote
Originally posted by Winterheaven
I did not like the idea of (too many) channels. To many channels can ruin the game.


As I said, if the amount of channels is cumbersome to you, you can always toggle a few of them off. And the suggested system would allow you to invite friends and guildmates to a channel created by you!

Certainly, players must try not to get carried away by the chatting, and RolePlay! ;)

Quote
Originally posted by Winterheaven
6) A strong and alive background


The choice for describing the details that cannot be shown by the player\'s skin would be welcome. What should be written here, you say? Well, I would list a few that I think would be a must.

The apparent age is a definite one, although it should not be accepted to have a century old character appearing to be a teenager ;) Scars, marks, tattoos that may be visible or not, etcetera. If the character has an accent when he speaks, or a particular expression that usually adorns his face.

The entire background of the character is unnecessary, because that should be discovered by RolePlaying with him, interacting, asking, talking, gossiping about him, among other things. Still, it would be helpful for the player to include which in game relatives his character has, a very concise description of the public thoughts on the individual: Is he well liked by the general population? Perhaps despised? His scars tend to cause people to withdraw? He appears to be shy, introvert, arrogant?

Players should feel free to write whatever they want, being careful enough not to use an impressive amount of words or describe their characters with one meager sentence.


That is all for now! Until next time, keep the ideas coming!

Oh, and I wonder who would read a book on online RPGs and PvP...;)

- Golbez

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« Reply #119 on: January 27, 2004, 01:32:13 am »
I fully support hiding stats, for all the reasons Golbez stated. Golbez rhox and you should all listen to him or be smited.