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gorgometh
 
PostPosted: Wed, Oct 07 2009, 17:06 PM 

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Wyjyn wrote:
Yeah, the type that attracts less players and ultimately results in less people playing on the server.


Actually plots like these seem to effect the server in a larger sense. Sometimes it is not a large group of fully buffed people running around smashing encroaching evil forces that changes the server's face, but a few characters who shape a city's political structure.

I'm in no way saying that every event should be for the small groups of "cliques" or whatever, but some events just do /not/ make sense for everyone to be involved in.


 
      
soundofastream
 
PostPosted: Wed, Oct 07 2009, 17:08 PM 

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I don't know about you, but I love DM plots. I hardly ever see them and when I do, I fall over myself going, whoa! You mean...you actually care to run a DM plot? how cool! *sniff sniff* attention! yipee!

In my timezone, DM plots aren't very often, Won Won's is the first I've come across in 6 months and I really enjoyed it. Thanks Won Won, it may have been only a 15 minute stint, but I loved it.

Heck, I mean...how can people be so ungrateful...lucky, lucky bar stewards! I wish my characters could get a plague or a hellball thrown at them...you lucky lucky....barsterds!

Fancy that, Clockwork and others, you get unwanted attention...be thankful that you get -any- attention whatsoever. We in the southern hemisphere -dream- of getting attention...

*day dreams about getting hit with DM event hellballs...* luxury! 8)

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Teufel Eldritch
 
PostPosted: Wed, Oct 07 2009, 17:11 PM 

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*shrug* I tend to avoid DM events.

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gorgometh
 
PostPosted: Wed, Oct 07 2009, 17:11 PM 

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Koragi Mydnite wrote:
I couldn't care less about limelight. I'm more than happy for my character to be told -IC- that there's nothing she can do. It's the OOC ignoring and Elitism that spurn others.


I agree with this to the point that DM run events should not be for you as a player getting your five minutes of fame, maybe your character does, but whatever it amounts to should be solely IC.

I hate how we drive the DMs to run less and less events because of our negative attitudes about said events. I've been guilty of it myself and I've worried OOCly about what was going to happen to my character if something negative occurred.

Events are supposed to be fun for whoever may be involved. Why does it have to be anything more and why do we have to read into it to the point where it makes DMs hate running events?


 
      
Jes
 
PostPosted: Wed, Oct 07 2009, 17:20 PM 

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divinesaint wrote:
Wyjyn wrote:
Yeah, the type that attracts less players and ultimately results in less people playing on the server.


Actually plots like these seem to effect the server in a larger sense. Sometimes it is not a large group of fully buffed people running around smashing encroaching evil forces that changes the server's face, but a few characters who shape a city's political structure.


I'm going to use this.

It's already been said that there are fewer and fewer DM events. The problem with the above kinds of DM events -- the ones geared toward a small group, but with the significance of potential server-wide effects or changes -- happen, and other kinds that people could easily get in on (like Tormak's Nes'ek plot) don't...then that's where the OOC negativity comes from.

"The world is at stake, but this event only caters to a few people who won't let anyone else in. Sorry. Tough luck." ...That's the last thing I want to hear or see happening. Big events are wonderful, yes, but if they're big, then let them be big. And I'm not saying that there shouldn't be faction events or plots. Not at all. But if there's a DM-run event for a specific faction or group, then it tends to be small, and far from earth-shattering or Realms-breaking.

Personally, I would firmly support smaller, more frequent events, with a big, server-wide event less frequently.

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Wyjyn
 
PostPosted: Wed, Oct 07 2009, 17:26 PM 

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I already set about the best solution in my first post of this thread. Follow that event idea, its such a good cookie cutter event idea. The theme is used over and over again, including neverwinter nights 2 storyline.

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Jes
 
PostPosted: Wed, Oct 07 2009, 17:29 PM 

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Er... For the record, I didn't mean "less frequently" than they are happening now. I just meant in general. 10:1 ratio between Small:Large events. :wink:


And I think that'd be an interesting idea, Wyjyn. Ten pieces or so of a powerful object that ends up in the hands of various factions has good potential for a story.

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Nekhy
 
PostPosted: Wed, Oct 07 2009, 17:30 PM 



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divinesaint wrote:
I hate how we drive the DMs to run less and less events because of our negative attitudes about said events. I've been guilty of it myself and I've worried OOCly about what was going to happen to my character if something negative occurred.

Events are supposed to be fun for whoever may be involved. Why does it have to be anything more and why do we have to read into it to the point where it makes DMs hate running events?


I doubt anybody really hates running events, even after getting flak many times. They're just looking for new people to run events for.


 
      
555444333
 
PostPosted: Wed, Oct 07 2009, 17:31 PM 

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I don't mind big events, but if it's soooo frigging big, manifest it in the game to many players over a period of time. Even if it's just a plant growing funny, or a monster glomping a character far from where it's usually seen. Scatter clues like candy.

Sometimes these big events get diluted into nothingness because you have 4 peeps who like thumbtwiddling whilst nothing happens except what they do, and despite the hugeness of said event, other players don't get an option to pick up a hook.

Drop plot hooks like a rogue covering his escape from a horde of angry citizens tosses caltrops. EVERYWHERE!

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gorgometh
 
PostPosted: Wed, Oct 07 2009, 17:31 PM 

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Koragi Mydnite wrote:
Personally, I would firmly support smaller, more frequent events, with a big, server-wide event less frequently.


I thought that this was the case currently? Maybe the smaller events are less frequent but the huge events that shape the server happen very less often. (Which I agree is good.)

I honestly would love to see more tiny events as well. One night things that may reach closure or may not. I just feel adverse to talking about events like this because the more we discuss it seems like the more negative the attitudes about them seem to be and we forget why they are supposed to be fun.


 
      
gorgometh
 
PostPosted: Wed, Oct 07 2009, 17:32 PM 

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Nekhy wrote:
I doubt anybody really hates running events, even after getting flak many times. They're just looking for new people to run events for.


Yeah, poor choice of words on my part. I know I personally would begin to dislike them if I caught flak for just trying to create a fun environment for others.


 
      
Wyjyn
 
PostPosted: Wed, Oct 07 2009, 17:36 PM 

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The only reason I am really posting in this thread is to push the general idea I set out earlier, tbh.

Recap:

*MacGuffin was once split into pieces, give to NPC and/or PC leaders

*Baddie wants MacGuffin back, because its a MacGuffin of great power only he/she can use

*Kick event off with baddie getting a piece of the MacGuffin by killing someone

*Send armies/assassins against cities to get other pieces. Involve as many PCs as possible.

*As numbers said, drop plot hooks EVERYWHERE. Make history books with detail aspects of the history, put them everywhere. Make that NPC that yells stuff out talk about it.

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Jes
 
PostPosted: Wed, Oct 07 2009, 17:38 PM 

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divinesaint wrote:
Koragi Mydnite wrote:
Personally, I would firmly support smaller, more frequent events, with a big, server-wide event less frequently.


I thought that this was the case currently? Maybe the smaller events are less frequent but the huge events that shape the server happen very less often. (Which I agree is good.)


That's the way it is, in theory. But I think the small events are too few and far between. Right now it seems like a 2:1 ratio between small and large events. That may be an exaggeration, but I use to illustrate a point. <.<

Anyway, I spoke my two cents about why the numbers have dwindled so far. I'll bow out for now!

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Neus Scario
 
PostPosted: Wed, Oct 07 2009, 17:50 PM 

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DMs, I think most of the time you get complaints from your events, it's because the players are unsatisfied. With the exception of a small handful of people, I seriously doubt people on this server are so close minded and frightful that their 'comfort sphere' might be violated that it would be the source of their complaints. It could be that the events run are not run in a very fun fashion, or the ending of said events isn't satisfying compared to the violations of the 'comfort sphere' that were made to get to that point.

Aside from that, I've been getting the feeling for a little bit now and I'm clearly not the only one from the looks of this topic, that the attitude DMs are going to in these events is a little disturbing. It doesn't seem like they're going into it with the intent of making it fun for the player, but to try and kick their feet out from under them and tell them to have fun that way.

Granted, I certainly don't think anything as malicious as my example is the case, but I couldn't figure out how to describe it any more mildly than that. Nor do I think players should necessarily be cuddled and their characters protected from any harm.

However, at a certain point where plots start to get more PC-damaging, people are likely to very much not bother getting involved because there's no point in going along with something you're probably going to lose or walk away feeling unhappy from. This, in turn, promotes more of this 'comfort sphere' activity and people not really doing anything in game, and then leaving. This is where a lot of the anger towards the Horde plot came into play back when that was still going on.

I'm going to have to speak from personal experience about the kind of DMing on the server I've enjoyed the most and I'm going to have to go with Semidi's style. The events I was involved with him on were easily my favorite because he had a very, very good balance of how to run them.

The Roddyist plot had a huge oppressive feel to it. Nothing was written out for sure, and in most of those events you were at a very real level of risk, but Semidi always let heroes be heroes. He certainly threw everything a cult of that magnitude would throw at them, but at the end of the day, you walked away from that plot feeling good because he tried his best not to restrict players. Things ended good more often than not, and even though there were tragedies at some point, they were never the end of it.

Semidi, from my perspective, never walked into an event thinking 'Well this will never work because [X] is too much of a pussy to get out of their comfort sphere and take it like a man'. He always walked in like he was playing action figures with a friend.

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MoshingChris
 
PostPosted: Wed, Oct 07 2009, 17:57 PM 

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Quote:
It's the events that "need" private circles that drive people away.


No its not. Its the fact that this game is a nearing a decade old and people that were 16 when it came out are in their 20's today and moving on.

Its the fact that players that have been here for 5 or 4 or 2 years publically disrespect the DM team for even the most minor of slights.

Its the fact that players complain when they don't get DM support and then complain when a DM decides to give them a challenge. Once a player whose been here for 4 years and i party balled with, stated, when a DM made the area more challenging that //I refuse to go any further and logged in front of two month old newbs.

Its the fact that a simple question on the forums has to undergo the obligatory hazing process. I am guilty of this indeed, and have recieved a DM warning and now I like to see myself posting postive constructive critiques for the most part.

Its the fact that the above and other contributing factors mean that players leaving are not being replaced with incoming players.

The lack of a big server wide event, and the "need" for private events is so far down the list it doesn't even rate an epilogue.

Oh and i don't need the limelight, I am a 40 000 watt gro-globe that knows where a DM is coming from because I get daily questions, in game, regarding builds and gear setting and levelling help. I answer every single tell, because I like to do that stuff. So sue me if on some occasions I get pissed of when a Deus Wizard Machina is contacted on Daisy-net to speed of plot an event I've put twenty hours of RP into.

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Kjetta
 
PostPosted: Wed, Oct 07 2009, 18:04 PM 

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This is a complicated issue, and there's many things I could say about it, but for now I will settle with this: If you want to be involved in more DM events (well, mine at least), there's a few simple steps you can do that will make that more likely. This is meant as honest advice about how to overcome my flaws as well as your own. I don't mean to blame anyone here.

1) Focus: Many players shoot themselves a bit in the foot by having a billion characters spread over a billion factions. If you focus your attention on one or two chars, I am likely to remember what those characters are all about, and will then be much better suited to DM for you. A lot of what passes as 'favortism' is really just us DMs responding to established characters. It works like this: I log on, see a name I recognize on the player list and then go: "Oh, right, that's that crazy Malarite, means this is a good time to do that werejackal event." If you keep making characters, you are likely to never advance beyond the point where your character is just a meaningless, random fantasy name among a sea of others just like you.

Also, I once made a super cool event for a RDD that involved custom loot and monsters and god-knows-what of DM sexyness, and after the whole ordeal the player went: "Too bad this happened on this char, this is just a guy I made to help my friend level. >.> "

Yeaaaaaah. Great.

Focus in other ways is helpful too. If you focus your attention to one area or region that will help. It will make me feel guilty if I do something there without including you. If you operate 'all over Amia + Khem + Frozenfar + Forrstakkr' for no good reason, I will think of your character more as an OOC manifestation of your desire to play EVERYTHING rather a cool fictional being deeply immersed into the greater narrative of the server.

2) Attention whoring: I'm an egalitarian Norwegian, so I might detest this more than the other DMs. But if you do this, I will utterly hate you and probably avoid you.

3) Learn the DM genre: I never fault new players for this, because it does take a bit of getting used to, but there's a slight shift of genre whenever a DM steps in and takes the reigns over the environment. Try to learn how this works. Some basic info:

- Pace. Give the DM ample time to set up. Don't split up and expect the DM to be present in both areas at the same time. Don't run all the time, walk. If you are insecure about the 'natural' flow of this, you can simply ask: /dm "Can we proceed up ahead?"

- Don't emote results. If you want to do something, don't emote the result before you get feedback from the DM about what the result actually is. Obviously, I don't mean you should emote *Attempts to walk up the stairs* either, just don't simply roll STR and then go *Kicks open the door*.

- Glowing red things. Don't just attack them. I know you are conditioned to attack anything that glows red, but try to fight the urge. I won't bother making a bandit glow green before he talks to you (then all his friends will attack him), so if you kill him, he might not get a chance to speak.

Many times, NPCs will be slaughtered before they get a chance to utter a single word, and then PCs will complain in party chat about how the event was just about fighting.

Again, pace is instrumental to achieve smoothness here.

- There are many more subtle things to pick up on. In the end, I admit, it's up to the DM to secure control over his event, but I, at least, am very thankful for those players that seamlessly act within the limitations of the DM event genre. Just makes it so much easier and less stressful to do crazy stuff in the client.

Hmm, getting long here. I'll rant more later, I guess.

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Last edited by Kjetta on Wed, Oct 07 2009, 18:08 PM, edited 1 time in total.

 
      
Wyjyn
 
PostPosted: Wed, Oct 07 2009, 18:06 PM 

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Disco/nekh, has the rate of players with new accounts creating their first character decreased significantly? I doubt it Moshing, personally, I see new players all the time here. At roughly the same rate as always, to be honest. They leave because they are bored because nothing is happening, that is why they leave. They send tells to me "THIS IS SO BORING!"

Lack of a large scale plot happening is 'precisely' the biggest problem with amia.

Edit: Kjetta, come on, run with the idea I presented!

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Last edited by Wyjyn on Wed, Oct 07 2009, 18:10 PM, edited 2 times in total.

 
      
Yossarin
 
PostPosted: Wed, Oct 07 2009, 18:08 PM 



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Wyjyn wrote:
divinesaint wrote:
Some events /need/ private circles.


Yeah, the type that attracts less players and ultimately results in less people playing on the server.


I do many different kinds of events, but that's the kind I'm doing right now. It is small and may have very large consequences. There is no restriction on the number of people who may or may not be involved from me. Though I will admit that the more that are involved, the more difficult it becomes for me to manage, and those players who do not have contributions to make that encourage character development or plot advancement (the two critical aspects of any work of creative fiction) get overlooked.

Clues are scattered regularly, and I believe the "small group" of PCs involved in this are beginning to realize (at least I hope) that their insularity and their secrecy are actively preventing them from finding the pieces of the puzzle that have been disseminated to, displayed to, or in the best cases, actively discovered by completely unrelated PCs in my attempt to get lots of people involved.

On a side note, don't ever send me a PM asking me to tell you what your god tells you should be done. That completely sidesteps responsibility for your own actions. "I did it because my god gave me a sign that this should be done!"

Under my purview, the gods will give signs. They rarely come with flash and pizazz, with colored lights and booming voices. Sometimes, they're just in the way an NPC chooses to phrase something. In the context of a chain of events. They are completely metaphysical.

EDIT: Also, Wyjyn, while your idea has merit, in order to do it effectively I would have to quit my job and stop living my own life and pretty much be a slave to Amia's playerbase, considering the amount of time and energy that would take. Not really willing to do that.


 
      
555444333
 
PostPosted: Wed, Oct 07 2009, 18:22 PM 

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We need more unemployed DM's

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MoshingChris
 
PostPosted: Wed, Oct 07 2009, 18:24 PM 

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Wyjyn wrote:
Disco/nekh, has the rate of players with new accounts creating their first character decreased significantly? I doubt it Moshing, personally, I see new players all the time here. At roughly the same rate as always, to be honest. They leave because they are bored because nothing is happening, that is why they leave. They send tells to me "THIS IS SO BORING!"

Lack of a large scale plot happening is 'precisely' the biggest problem with amia.

Edit: Kjetta, come one, run with the idea I presented!


I'm going off what Kettle said a few months ago whilst you were absent mate.

And then i came to the realisation about these panic stations when not three months ago both servers had over 60 players in them.

And I don't believe that boring comment for a second. The typical newb on Amia is a gamer, who is here to hunt. He may have been an RP-er or an ex pnp-er or something similiar but generally he's here to kill things. He'll either pick up the RP, and become a valued member of the community, or he'll monkey stomp all the areas and move on to the next server.

Server wide events don't do ballocks except for make the players involved Crow a year later about how they were involved in event X.

I'm actually surprised and a bit dissapointed myself.

We requested the Khem boards public to involve the "Islander" tourists and out of 7 events only the events you had a guaranteed chance of success (Zias markets) interested any of you.

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Nekhy
 
PostPosted: Wed, Oct 07 2009, 18:26 PM 



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Wyjyn wrote:
Disco/nekh, has the rate of players with new accounts creating their first character decreased significantly? I doubt it Moshing, personally, I see new players all the time here. At roughly the same rate as always, to be honest. They leave because they are bored because nothing is happening, that is why they leave. They send tells to me "THIS IS SO BORING!"


In fact, I asked the chicky to make me a nice tool that gives just that readout without any hassles. And... yes, the number of players has gone down a little. 15% is my estimate (didn't actually calculate it). The visible dip happened on the week 34, which I guess is the week when most folks go back to school or prepare for it.

I think the fact Chris mentioned above, that this is quite an old game and most people who have been playing on Amia for a long time were in their teens 4 years ago and are now finishing high school and going out to study, is one major reason for the dip. It certainly would match the numbers, including playing hours per account. (I did a little snooping a while ago, cuz I like statistics like that)

Doesn't mean there aren't other reasons, too, but this would seem to be a major one.


 
      
Wyjyn
 
PostPosted: Wed, Oct 07 2009, 18:33 PM 

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I do not think my idea would require many hours, really. I dont see what you are getting at yoss, it would not be a single DM running it but multiple.

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krytellan
 
PostPosted: Wed, Oct 07 2009, 18:34 PM 

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I just can't believe the constant bitching about how DMs choose to do things. We should be happy we are getting events (or at least some people are). I really can't even believe they are able to pull off what they can. I had and event set-up with a "no-longer-present" Drow Matron and after having the player bail from Amia the day before it was supposed to happen, I could not find anyone to bite. I was offering an Elven Priestess to be permakilled for crying out loud and no one would bite.

I personally have thrown my hands up in trying to create anything interesting to happen because every carrot I have dangled that, in my opinion, had potential for some great RP recourse were totally ignored. I guess you need DM status to get anyone's attention, and then you just get bitched at? I don't know how you guys do it, I really don't.

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DerkDerkistan
 
PostPosted: Wed, Oct 07 2009, 18:36 PM 

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I usually tend to not get involved in these kind of discussions, because they tend to become Q Q fests, but I felt the need to add my opinions in here. I'm a long time NWN RPer, though (until recently) was primarily on another server.

On the topic of DM events, I've been here on and off for over a year and I've been involved in -one- DM event. It was a badger that crawled out of the trash bin in Cordor square. It could hardly be called an "event", but I enjoyed it. I don't log in to Amia for DM events. I log in to RP with people, and when there is nobody readily available, I go smash things. That is what this game is about, not vying for DM attention. As awesome as you DMs surely are, you're not why I play this server.

The biggest glaring problem that I've seen is the "Win Mentality". This server tends to promote it heavily. With the "UBER POWERBUILD" thread, it just goes to show that people would rather make the character that can plow through anything than someone who may, just may, need to rely on others to get a task done. In this same vein, that breeds a type of player that hates to lose. And these people rage when they do. I've seen PvP brawls where someone dies, gets raised, rebuffs, then rejoins the fray.

I hate that.

I'm of the mind that losing PvP can be WAY more fun than if you lose, but I really hate PvP in general since, while I know the mechanics well enough to build some uber character if I chose to, I lack the focus to be any good at PvP...but I digress.

Losing can be just as, if not more, fun than winning. Stop trying to see how you can fit Dev Crit, HiPS, and Epic Dodge into a single character. Start taking, oh I don't know, Epic Skill Focus Bluff if you're a Cyricist.

Moral of the story, stop trying for MOAR POWAH and start trying to enjoy interacting with unique people.


 
      
IronAngel
 
PostPosted: Wed, Oct 07 2009, 18:39 PM 

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Regarding Kjetta's events: it also helps to be prepared for everything, and keep it cool and IC. He once had my PC attacked out of the blue (sea), and silly me hadn't prepared any spells after hunting, so Joon died straight away. Bad luck, but eventually a companion managed to get him to safety - only to be looted by an NPC, losing his holy symbol (+5 Amulet of Wis). Of course, the powergamer reflex in me was "omg, not that! Can't hunt until I get a new one," but then I realized it was really amazing. The greatest RP always comes from losing, at least in my experience. (Haha, Kir and Thrul'dor had some pretty disastrous ventures on the surface, back in the day.) So I went with it, happily having Joon look in all the wrong places and risking his life again. We stayed IC all the time, and it turned out my companion was pretty smart; she figured out what had happened, and we got the amulet back at the end of the day. And if we hadn't, that would've been cool too. Because it's a game, and everything "bad" happens only to a bunch of virtual data. In fact, I did "lose" because I didn't get back all the inconsequential stuff that was looted, but it was a great night despite, and because of that. It felt like the world we RP in is real, dangerous and unpredictable. The smallest of impromptu events was enough to inspire me for weeks to come.

Some people (whether they're "DMs" or "Players" - just some people) tend to jump to conclusions, lose their nerve and worry overmuch about what goes on In Character. Different DMs have different styles (I, for example, am usually quite gentle, but that's also because my quests are of that sort), but it always pays off to be patient, and enjoy all of the ride. Seriously, I've seen people (not in the context of DM events) who hear something audacious IC, such as in olde Drow politics, and immediately go "//This is BS, I'm not going along with this," at least on the Party channel if not in public. What's that, seriously? Why are some people always on the edge, expecting the worst and unwilling to see things through, to work for a favorable outcome?

This is a pretty disorganized, rambling post. One more thing: I agree with Moshing, and think the loss of playerbase isn't closely connected to DM events. I don't need DM events when I play, I never have. They're fun every once in a while, but I'm more than happy to keep myself and others entertained with other means. I think too much emphasis is placed on them, too heavy expectations on the DMs. But I'm not going to place the blame on the players collectively, or even on individual players. It's just how it goes. Not everyone has the same information or the same opinions. I know I could improve on the DM side of things: I'm probably one of the worst quest-runners and most inactive DMs client-side. It's various reasons, really: I'm a perfectionist, so I never run the complex stuff I've planned because it wouldn't go as planned. I'm somewhat afraid of stepping on other people's toes or boring players with incompetence. And I rather like the maintenance side of DMing, helping players with their daily stuff, and trying to be helpful on the forums. I'm not a quest-runner. Based on the input here, though, I'll try to work on that. I especially like short, seemingly insignifigant events that don't necessarily lead anywhere. It seems like there's a desire for such, so I'll keep that in mind.

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Mr Mago
 
PostPosted: Wed, Oct 07 2009, 18:42 PM 

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Wyjyn wrote:
The only reason I am really posting in this thread is to push the general idea I set out earlier, tbh.

Recap:

*MacGuffin was once split into pieces, give to NPC and/or PC leaders

*Baddie wants MacGuffin back, because its a MacGuffin of great power only he/she can use

*Kick event off with baddie getting a piece of the MacGuffin by killing someone

*Send armies/assassins against cities to get other pieces. Involve as many PCs as possible.

*As numbers said, drop plot hooks EVERYWHERE. Make history books with detail aspects of the history, put them everywhere. Make that NPC that yells stuff out talk about it.


This is actually an old idea.

Written on 8'th of May, 2008.

Mr Mago wrote:
I've now mentioned a concept, which I've thought of for quite some time, in several places on the forum already. This, is that concept.

I made the following post in Cori's topic, which addresses the concers I belive Amia suffers from;

http://www.amiaworld.net/phpBB2/viewtop ... 225#423225


To summarise those concerns, and areas where Amia currently lacks:



# Many factions, including their leaders and members, feel as if there's nothing for them to do in the end. The goals they set for themself are often un-achievable, and many belive they lack purpose as Amia, and everything that does happen on the server is perceived as very static.

# There is no current main story on the server, and hasn't been for years. This is currently leaving a void where the players don't feel apart of the world. All epic adventures (Lord of the Rings, Star Wars etc) have one main storyline which all other plots can (but not nessecarily) relate to.

# The lack of RP conflict often results in lack of faction interraction. Most characters on Amia are involved within at least one faction, yet as it stands now, these factions are mostly just RP flavour than anything else.

# The current low-numbered DM staff leaves little room for 'ordinary' epic plots, and due to server lag and other obstacles these are often considered unrealistic and impossible to do.


What needs to be added/changed:

1. Main storyline.
2. Faction involvement and encouraged interraction between factions.
3. Purpose to characters and factions alike.
4. RP conflict to bring tensity and excitement to the module.
5. A plotline that's mostly independent of DMs to progress.
6. Clear set of rules and mutual agreements between DMs and players, to avoid as much OOC grief and bitching as possible.


My proposed solution:


As I mentioned in my other post, what I belive lacks the most is means of achievement past the point where you've reached level 30, and is active within a faction.

As it is now, factions often have strong pre-defined RP concepts which set the framework for how the factions works and what they are -meant- to do. Unfortunally, more than often, the factions on Amia reach a point where what they're suppose to do, can't be done.

Examples:

#1. Banites are meant to clense the isle of everyone who they perceive as heretics. Those who do not convert, are to be killed. This is impossible due to not having permadeath forced upon characters, and not being able to remove NPCs.

#2. Defenders are meant to protect the innocent, rid the isle of potential evil threats and keep peace. This is also impossible, due to the same reasons as above. Even if you kill an evil villain, the evil villain will just respawn and continue to cause havoc and hurt innocents.


The reasons as to why the factions can't achieve and strive for the goals they would normally have, varies for each faction. Though, from my personal experience, close to all factions except for a few (Black Flag, Amian Traders Federation for example) have little to nothing to do.


The solution is quite simple: Adding something alternative, which lies within the boundries of what is deemed possible on the server, for the factions to achieve.


It has been suggested in the past that areas should be added to the module that could be conquered. I agree with the skeptics in this matter, as such a change would encourage too much PvP, with in many instances, little to no RP behind it.


The solution I have relies on items.

The idea is to add a specific item ('artifact'), for each faction, that would relate to the RP goal and ambition of that specific faction, thereby make it lucrative for the faction to hold it in its possession.

I don't know the exact number of active factions on Amia, but I guess it's in the 20's at least.

These items would then make the foundation for a new main story line. A storyline which will be entirely new, and written from scratch. I expect the DM staff to handle that part.

The DMs function in this would be;

1. To write the beginning of the new main storyline, meant to include the entire isle, the characters, the NPCs and the factions.

2. To kick off "The never ending Plot" by introducing the items ('artifacts') through various minor plots, or simply dropping them into the module progressively and randomly.

3. To spontaneously make small twists to the main storyline, which will otherwise foremost be pushed forward and progressed by the players and their characters.

By allowing the characters to define what happens next in the plot/storyline, the DMs workload becomes minimal. Even though the DMs can be as active as they want in contributing to storylines with events and unexpected changes/happenings.


These items/'artifacts' aren't meant to be all-powering items. They won't be "Ear of Epic World Domination" that can spontaneously tear down a whole city by itself.

Each item is meant to have a specific RP purpose for each faction, in combination with a slight party-orientated function that improves the factions ability to do well in battle (or any other area where they would draw benefits).

Examples of what these items could be like;



Black Hand of Bane (Church of Bane): A right-handed black gauntlet, rumoured to have been invoked with divine energy by Bane himself. This item, unique within its kind, causes terror and fear upon its enemies, and raises the strife for battle and tyranny among its wielders.

+3 str, Pulse Effect 3x / day (+1 AB, +2 AC, +2 saves to allies), Fear Pulse 1x / day (Barbarian Terrifying Rage Pulse, stuns enemies who fail th save.


Floating Orb of Mystra (Mystra's Tower / Arcanists): This well known artifact is been sought by many. A magical device, said to have been created by the Goddess of the weave, Mystra, that lies within every arcanists desire to possess.

Pulse Effect 3x / day (+1 AB, +2 AC, +2 saves to allies), Hellball 1x / day, "Call upon the Weave" (Pulse Effect, All allies regenerate +2 HP/round for x rounds).


Holy Sword of the Defender (Defenders / Paladins): A majestic sword, crafted by a true master out of the finest materials, which holds a divine holy essence unlike any other. This sword is legendary to cause evil foes to flee, at the mere sight of it.

Bastard Sword; +6 vs Evil, 1d8 Divine, Keen, On Hit: Fear DC 22, Pulse Effect 3x / day (+1 AB, +2 AC, +2 saves to allies)


Legendary Dagger of the Criminal Network (Black Flag / Other criminals): This infamous dagger, known to have slit more throats than any mortal can count, is a true blessing to anyone who wants to manifest themself as a true criminal overlord.

Dagger, +6 AB, +2d6 sneaks, +8 hide, +8 ms, +1d8 slashing, Pulse Effect 3x / day (+1 AB, +2 AC, +2 saves to allies), Pulse Effect 2x/day (All allies gain +10 hide and +10 MS for x rounds).




Again. These are ONLY examples, of what could be done. It would be entirely up to the DMs and the staff to determine what would be deemed reasonable to give to these items.

But... the key factor here, is that each item has very, very high RP value to the faction it is meant for, while still making it useful to the wielder, but more so to the allies within the faction.

By focusing on the item to give a boost to its faction members as a whole (pulse effects ;)), rather than just the one who has it in its possession, there becomes less grief within the faction of who should have the item in his/her possession. It also encourages the entire faction to actually obtain it, since everyone would benefit from it.


Another major thing in this, is that... a faction isn't meant to hold onto their specific faction 'artifact' forever, once they finally achieve it.

What creates conflict, RP, intrigues, tension, excitement is the fact that these 'artifacts' will move around. As the items are introduced, the Grove might end up with "The Black Hand of Bane", the Black Flag suddenly gets ahold of "Floating Orb of Mystra", and so forth. This causes the players to start interract with each other, trying to get ahold of their specific item from other factions.

Once a faction has gotten ahold of their item, the idea is for it to not hold onto it for any longer than about a month. Otherwise things become stagnant. The idea is to keep the plot going forever, causing the factions to constantly have something achieve, a goal to strive for.

I would also add OOC limitations to such items. Aka, only followers of Bane can use the "Black Hand of Bane" and only arcanists / followers of Mystra can use the Orb, and so forth.


It is also highly important to make rules, conditions and regulations perfectly clear by the DMs before this starts.

Something along the lines with what Yossarin has suggested in various parts of the forum; A mutual contract, which everyone 'signs' to get involved with the plot.

This is to make sure that the players who are involved understand the rules, that their faction item might be 'taken' from the during the storyline, and that everyone plays nicely and have fun, rather than OOC grief just because they can't win in the end.



Short summary:


Items of very high RP value to each faction is put into the module/world, and are included in a big main storyline which the DMs create and kick off.

The players then decide the destiny of the plot, who interracts with who and what conflicts might errupt as different factions get ahold of other factions desired 'artifacts'.

Crystal clear OOC rules and regulations regarding this plot is signed and agreed upon by everyone who participates, to keep the enjoyment of the plot free from OOC grief and bitching.




Uhm. I think that's all.

Thanks for reading it all :)


Disclaimer: This is an idea of a PW RP interracting concept between factions primarily, which I had. This idea/concept is by no means perfect, and is up for discussion regarding details and what aspects of it might be improved.

Nothing I wrote here is meant to be an absolute definitive, and everything is suggested with the intention to bring more fun and enjoyment into the module.


http://www.amiaworld.net/phpBB2/viewtop ... highlight=

If I remember correctly, the concept was shot down. As it usually is... on Amia.

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Mr Mago
 
PostPosted: Wed, Oct 07 2009, 18:51 PM 

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And in regards of the general topic...

... Amian players are spoiled rotten.

I used to be a DM on a server called Prisoners of the Mist, in the Ravenloft setting.

Some of you guys would probably implode with whining if the DM events and quests which we did on that server, were done on Amia.

You complain about DM events not going your way, that there aren't enough "outs" for PC's who wouldn't benefit from the event, and yada yada.

Jesus christ. Lulz.

On PotM, we would usually do spontaneous Werewolf raids and what not, often resulting in immediate and painful death for the sorry bloke who didn't manage to safely make it inside in due time.

It was part of the setting though. The establishment of fear and risk. If you were out during the night, you might just get ganked. It created an AWESOME RP atmosphere. Players responded accordingly.

So... here's the interesting fact. Even though most DM events and quests were very malicious towards PCs, the PotM server (which is seemingly still operating in the same way), has gone from 15-20 commonly online players (at the time when I DM'ed) to having 45+ players these days.

To make the story short:

Other players on other servers are successfully enjoying and adapting to a DM event climate where everything doesn't go your way, but on Amia... that seems like an impossibility for the majority of the playerbase.

I've read about the drow complaining that Ultrinnan and the new UD is empty. That the plague didn't go as they had planned. That DMs were working against them, and yada yada.

Amian players scream for easy beneficial RP, to make their ride as comfortable as possible while still allowing them to glow as if they were the fucking star of the Pantheon.

From personal reference, I played Darthion solo, for 2 years straight.

Banites didn't have a faction area, Darthion was banned pretty much everywhere and I had 2-3 other characters to do Banite RP with.

The majority of complaints I'm seeing here, and in the other thread, is fucking peanuts.

You guys need to mature, and stop being such spoiled children.


Of course... there are several other factors that play in as well, but I've already made a dozen threads in regards of those in the past, and if it hasn't been adhered to those times, I doubt they would be now.

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IronAngel
 
PostPosted: Wed, Oct 07 2009, 18:52 PM 

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DerkDerkistan wrote:

The biggest glaring problem that I've seen is the "Win Mentality". This server tends to promote it heavily. With the "UBER POWERBUILD" thread, it just goes to show that people would rather make the character that can plow through anything than someone who may, just may, need to rely on others to get a task done. In this same vein, that breeds a type of player that hates to lose. And these people rage when they do. I've seen PvP brawls where someone dies, gets raised, rebuffs, then rejoins the fray.

--

Moral of the story, stop trying for MOAR POWAH and start trying to enjoy interacting with unique people.


I agree with most of your post; I love to lose, myself. I disagree with your analysis here, though. There's no overwhelming correlation between builders and win mentality. Many of the regular contributors in that thread are among the best role-players on Amia, and I've never seen them have a hissy fit when they lose. I design all my new characters with that thread's help, myself.

The reasons (and manifestations) go deeper than whether you enjoy the challenge of building, or even the kind of server you're used to - normal people can learn new behaviour. It's too easily written off as something so superficial, but I reckon it has to do with psychological factors that go far further into your personality and world view than anything you could define in the context of NWN.

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DerkDerkistan
 
PostPosted: Wed, Oct 07 2009, 19:06 PM 

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IronAngel wrote:
DerkDerkistan wrote:

The biggest glaring problem that I've seen is the "Win Mentality". This server tends to promote it heavily. With the "UBER POWERBUILD" thread, it just goes to show that people would rather make the character that can plow through anything than someone who may, just may, need to rely on others to get a task done. In this same vein, that breeds a type of player that hates to lose. And these people rage when they do. I've seen PvP brawls where someone dies, gets raised, rebuffs, then rejoins the fray.

--

Moral of the story, stop trying for MOAR POWAH and start trying to enjoy interacting with unique people.


I agree with most of your post; I love to lose, myself. I disagree with your analysis here, though. There's no overwhelming correlation between builders and win mentality. Many of the regular contributors in that thread are among the best role-players on Amia, and I've never seen them have a hissy fit when they lose. I design all my new characters with that thread's help, myself.

The reasons (and manifestations) go deeper than whether you enjoy the challenge of building, or even the kind of server you're used to - normal people can learn new behaviour. It's too easily written off as something so superficial, but I reckon it has to do with psychological factors that go far further into your personality and world view than anything you could define in the context of NWN.


Alright, point taken. I admit I've only glossed over that thread and do not know who these regular contributors are and how they roleplay. I was mostly venting about how I despise seeing some good conflict RP ruined because someone with Dev Crit knows they will win, so they start picking fights. That's more on me hating PvP than anything, though.

Another thing I've noticed, which isn't really part of the reason why people are not logging in...or maybe it is, I don't know what people think...I've noticed that any RP is thrown out the window when it comes to "hunting". I've seen Aasimar paladins party up with tiefling assassins, Llothite drow party with Seldarine elves...Things like that make me cringe. I enjoy RPing while I go do a dungeon crawl, but I've kinda fell into step with the way things are here, so I've been guilty of just running around and killing things as fast as I can. Doesn't mean I like it.

But, to stop from further derailing this thread, I'll address the original point:

The game is old. People are moving on. It's happening on my other server, as well. There is still a rather large playerbase here compared to other servers.


 
      
Kjetta
 
PostPosted: Wed, Oct 07 2009, 19:09 PM 

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I, too, suspect that DM events have little to do with the drop of players. We could be better, sure, but that's not new. DMs have always been lazy and caught up with RL. For me, it would be interesting to find out whether the "exodus" is due to players leaving for grimmer and harsher hardcore servers with perma death etc (Ravenloft, Escape from Underdark; Archipelago), players leaving for social, more easy-going arena or action-oriented servers or players that just got bored of NWN and quit the game/got sucked up by RL.

Of Amia's mixed target audience of action-oriented and more RP-oriented players, I believe it's the former group that's losing interest now as NWN is growing more and more outdated as a computer game, while good RP will always be hard to find among the new products of RPGs hitting the shelves.

I believe Amia will naturally develop towards a smaller, more dedicated RP community. In 2009, we get rid of Fountains of Purificaction. In 2013, we'll get perma death. :)

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Charles1810
 
PostPosted: Wed, Oct 07 2009, 19:15 PM 

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Also summer is over and school is back up for everyone, vacations are over. Am sure people will come and go I can state that within the last week alone i have meet at least 3 new people that now fallen in love with amia.

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J.G.
 
PostPosted: Wed, Oct 07 2009, 20:04 PM 

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I think we need some PC faction leaders to start making alliances and declaring war on other alliances like (at least I think) what happened with the Wyrm Hold dragon cult thing, It sounded like a main plot for the server (at least for a while) to me. :D

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Mr Mago
 
PostPosted: Wed, Oct 07 2009, 20:08 PM 

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There is a lot of conflict, actually, these days.

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Yossarin
 
PostPosted: Wed, Oct 07 2009, 20:25 PM 



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Wyjyn wrote:
I do not think my idea would require many hours, really. I dont see what you are getting at yoss, it would not be a single DM running it but multiple.


No, it would just be me.


 
      
Silvarus
 
PostPosted: Wed, Oct 07 2009, 20:32 PM 

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Mr Mago wrote:
There is a lot of conflict, actually, these days.
Yup. Faction RP has been awesome for a long time.

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DolphinRacer
 
PostPosted: Wed, Oct 07 2009, 20:34 PM 

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*is completely satisfied with the RP he gets, doesn't need a DMs help to do it, and is sad because he can't play right now and have awesome fun just talking to people*

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colanah
 
PostPosted: Wed, Oct 07 2009, 21:54 PM 

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Hm....actually the Glade was not being bribed. We've been discussing a move to B for months but only remained for the event which caused the forest to turn green. We'd been discussing the move before that. Long before it in truth.

The reason we stayed during the forest event is because it's what our PCs would have done. Forest in trouble? Nature PCs stay until it's fixed. We griped, oooooh but there are some DMs that know how we griped, but we stayed through it for the entire two months of the event. We had gripes but we had some serious fun too. Disparage social circles as you want, they're the main drive keeping folks playing. Outside of action shoot'em ups, MMOs are more fun with friends.

The forest event was a challenge that couldn't (or so we originally thought) just be bashed through and solved with whichever sword was the biggest. It was a nice thinking challenge or had been. The ending was disappointing for a few reasons but namely that an event which had been sparked by the concept of 'too much bloodshed is killing the Duir!' was solved by a mass slaughter of animals.

However, the event's over and we're going back to what was our original plan.

Part of what spurred the original wish to move is something which still remains and isn't likely to change. Everyone wants the Grove. However defunct and dead they are, anything which deals with the forest, all eyes go to the Grove including DM run PCs. Although the last three months have shown to more than a few factions that dealing with the Grove is just about tantamount to trying to fish in a bucket of salt, they still want the Grove.


So the Glade's done its duty and worked to protect the forest as best we could. Now that it's healing, we're turning it back over to its erstwhile keepers.

In short: Everyone wants the Grove and only the Grove? They're getting just that and pretty much only that. There are still Gladites who wander Amia forest keeping an eye on things, but the rest have moved to their new homes.

Even so, the few Grovites which had been around pre-forest event, are hugely missed. They were fun.


 
      
Falling Spider
 
PostPosted: Wed, Oct 07 2009, 21:59 PM 

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Remember, it's a game. If people aren't logging in, they have more important things to do than play a game, or they don't find the game fun.

It's pretty simple, honestly.

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jafman30
 
PostPosted: Wed, Oct 07 2009, 22:01 PM 

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I think, that there should be a limit to your deaths before you perma-die. Say, 10-20. That would rock.

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DolphinRacer
 
PostPosted: Wed, Oct 07 2009, 22:11 PM 

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jafman30 wrote:
I think, that there should be a limit to your deaths before you perma-die. Say, 10-20. That would rock.


Should be more circumstantial. Problem is on a big server its a bit harder to keep track of. I've had servers that had perma-death systems where you had a listed number of lives, I think it was 6, and certain types of deaths could cost you a life. One of the most common ways was execution by a city for violation of the law, another was someone collecting a bounty offered by a city on you, or by initiating a blood feud against someone.

Unfortunately on a server this big, that doesn't work easily as you had to keep track of the lives people had by basically writing them down.

The death thing, as anyone I talked to this server about outside the server will tell you, is about my only major complaint on this server. When I can log in and literally have people be saying "death means nothing here" in character, I notice a distinct problem. Death becomes useless as a tool to motivate RP because most people, and by extension their characters, are not afraid of death. I won't say everyone acts this way, I know some that don't, and my own character tends to avoid situations that get him killed because I reason that even if death ain't final, its probably not very fun so one owuld try to avoid it anyway. But honestly not having a solid, well worked out, and viable perma-death system you remove a lot of the stops that prevent some of the stupid PvP and wanton criminalism that sometimes crop up here, because whats the worst that can be done if you break the law? You get killed and just come back and laugh at the guards for being so stupid to think that would fix anything.

As it stands death seems to have little point or value on Amia, though maybe I'm just missing it. This doesn't stop me from logging in but I think, correction I KNOW that it can be a deterrent to some really good RPers. As it stands the consequences for bad (and also good in many cases) actions are not matching up with the severity of the action because death really just isn't a strong punishment.




I think I just ranted. Oh well.

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Nekhy
 
PostPosted: Wed, Oct 07 2009, 22:18 PM 



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People should stop treating death as Death, and play Knocked Out instead.

Once you realise that little trick and make your brain think it's good, you never have to worry about Death being meaningless again. Unless the situation calls for Meaningful Death.


 
      
DerkDerkistan
 
PostPosted: Wed, Oct 07 2009, 22:24 PM 

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DolphinRacer wrote:
jafman30 wrote:
I think, that there should be a limit to your deaths before you perma-die. Say, 10-20. That would rock.


Should be more circumstantial. Problem is on a big server its a bit harder to keep track of. I've had servers that had perma-death systems where you had a listed number of lives, I think it was 6, and certain types of deaths could cost you a life. One of the most common ways was execution by a city for violation of the law, another was someone collecting a bounty offered by a city on you, or by initiating a blood feud against someone.

Unfortunately on a server this big, that doesn't work easily as you had to keep track of the lives people had by basically writing them down.

The death thing, as anyone I talked to this server about outside the server will tell you, is about my only major complaint on this server. When I can log in and literally have people be saying "death means nothing here" in character, I notice a distinct problem. Death becomes useless as a tool to motivate RP because most people, and by extension their characters, are not afraid of death. I won't say everyone acts this way, I know some that don't, and my own character tends to avoid situations that get him killed because I reason that even if death ain't final, its probably not very fun so one owuld try to avoid it anyway. But honestly not having a solid, well worked out, and viable perma-death system you remove a lot of the stops that prevent some of the stupid PvP and wanton criminalism that sometimes crop up here, because whats the worst that can be done if you break the law? You get killed and just come back and laugh at the guards for being so stupid to think that would fix anything.

As it stands death seems to have little point or value on Amia, though maybe I'm just missing it. This doesn't stop me from logging in but I think, correction I KNOW that it can be a deterrent to some really good RPers. As it stands the consequences for bad (and also good in many cases) actions are not matching up with the severity of the action because death really just isn't a strong punishment.




I think I just ranted. Oh well.


It was a very good rant. I have heard on countless occasions people saying "Death doesn't mean anything on this island. People always come back."

And when I try to counter with "You only come back as long as your god wants you back", I have gotten replies along the lines of "I don't have a god." --Well....-some- power is bringing you back.

Sorry, I'm going into nerdrage mode. I'll stop here.

Nekhy wrote:
People should stop treating death as Death, and play Knocked Out instead.

Once you realise that little trick and make your brain think it's good, you never have to worry about Death being meaningless again. Unless the situation calls for Meaningful Death.


Edit: And this bit, too. This is good advice.


 
      
Grymia
 
PostPosted: Wed, Oct 07 2009, 22:25 PM 

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*holds up a finger*

There are cases where really, it is hard to switch it to be being knocked out:

Example is Vaelmith, unless I am specifying with his Scimitar or Longbow he's not shooting/slashing to kill, he's slashing to kill someone. Given as he has Devestating Critical, and he's using a Scimitar there's a good chance, he is taking off people's limbs or elsewise, inflicting deep enough wounds that..

*facepalms* Nevermind: Taking into account that Shock can incapcitate someone.. ((Shock being the physiological effects of Trauma in general, not shock of the electrical variety)) .. yeah.


 
      
Brown Blur
 
PostPosted: Wed, Oct 07 2009, 22:29 PM 

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DerkDerkistan wrote:
DolphinRacer wrote:

<snip>

I think I just ranted. Oh well.


It was a very good rant.


Indeed it was.

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DolphinRacer
 
PostPosted: Wed, Oct 07 2009, 22:37 PM 

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Nekhy wrote:
People should stop treating death as Death, and play Knocked Out instead.

Once you realise that little trick and make your brain think it's good, you never have to worry about Death being meaningless again. Unless the situation calls for Meaningful Death.


Problem with this is that sometimes it seems kinda silly to get knocked out by some of the things that kill you. A lot of monsters would probably eat you, when your hunting, and I'm pretty sure getting hit with explosive energy is at some point gonna cost body parts.


DerkDerkistan wrote:
And when I try to counter with "You only come back as long as your god wants you back", I have gotten replies along the lines of "I don't have a god." --Well....-some- power is bringing you back.


I like this, its a fairly good explanation reasoning, but my problem is that usually the point where a god probably would just let the person lie, or what would seem a logical point for that, is not a point where a person is willing to let that happen.

For example, if a god supports chaos, subtlety, and trickery, and you have someone who keeps sowing chaos in his name but sucks at subtelty and keeps getting caught and killed doing it, I would think after a little while the god would decide its a lost cause.

Of course now you could say that I'm trying to rationalize the behavior of a entity that is far beyond the power and scope of my understanding, and you'd be right.

I guess my problem is that if you are doing things that harm, harass, injure, or otherwise disrupt the lives of other people, their punishment should be capable of doing the same to your character and without being able to truly execute people for good without them willing to go along with it, this doesn't happen.
[/quote]

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Karelg
 
PostPosted: Wed, Oct 07 2009, 23:20 PM 

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I honestly can't understand why people whine when they lose, offcourse I'd be angry when somebody would start killing me for no reason at all, at random times, but that never happend to me. Besides, that's not really the point here...

Anyway, from what I've seen, every DM event that I was in, was simply awesome. Admitted, I've only been in small ones, that usually involved the party I was with, but everytime it was alot of fun. Even the time when one of my characters had a spider crawling up her neck, it was just a random idea, but proved to be alot of fun.

And then there's the times I've lost, it never made me feel bad, or get me angry OOC'ly I just started thinking how my character could get this problem solved, or how she would get through the next challenge, it just gave me more RP, and for that I'm thankfull.

I just hope that more people would experiance it this way...

...Hmm... My post seems a bit useless though.


 
      
Selmak
 
PostPosted: Wed, Oct 07 2009, 23:29 PM 

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'I keep coming back, therefore something is keeping me alive, therefore I can't die' is not something a character should take for granted. The fact is, that character only keeps coming back because it would be game over fairly quickly if everyone only had one life, and re-inventing a character to replace one that has been lost due to death is an inconvenience which has been done away with.

A character should accept the possibility that next time there might not be a next time, regardless of their track record of cheating death. Without that, a character ceases to fear the consequences of their actions. See Groundhog Day for example.

Nothing is certain, and no player should assume that their character is destined to outlive the world they inhabit. It's uncertainty that keeps things interesting, having a storyline revolving around things which are rigidly certain makes for little entertainment.


 
      
Selvec Darkon
 
PostPosted: Wed, Oct 07 2009, 23:57 PM 

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Hmmm, I've been doing a little thinking after I made that comment last night about players needing to make an effort to fit into events as much as DM's needing to make events fit to players.

One thing that came to mind is a few situations where I have noticed players rping things and organising situations that should, by all rights, spark a certain type of event. But instead of getting the event they have prepared for with a lot of RP, they get an event totally unrelated to what they have been rping, to the situation present in the environment, and one tottally unrelated to any interest being shown by those PC's.

So it came to mind, that while a PC should make an effort to get involved in an event, a DM should also take note of what type of event they are doing. Does it fit in with what is happening? Example of this would be PC's setting the stage for a city of tension, possibly conflict, as races not normally living together are thrown into putting up with each other. Instead of an event that could spark off this tension, you get an event about fuzzy bunny rabbits eating lady sparkles lettace patch. (Not an actual event that is happening, just an example)

This being said, I haven't seen it happen on Amia in a very very long time. Not with the latest generation of DM's anyway. Previous generations have made this mistake, but that's a bygone era not worth worrying about. It's more just a generalised statement to show that both parties have responability to make an event work, not just one.

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Yurell
 
PostPosted: Thu, Oct 08 2009, 0:40 AM 

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Kjetta wrote:
I, too, suspect that DM events have little to do with the drop of players.


I know about myself and other players, and DM events have most certainly not been the reason.

jafman30 wrote:
I think, that there should be a limit to your deaths before you perma-die. Say, 10-20. That would rock.


I think that would suck. Makes it easy to be griefed, and all it takes is a few bad rolls to remove your character forever.

DerkDerkistan wrote:
And when I try to counter with "You only come back as long as your god wants you back"


A valid response ICly, but not OOCly correct. So long as a deity lets their follower cast the Raise Spell (or I believe a wizard can use a Wish spell to the same effect) you can come back ... you don't have to have a deity. In fact, most 'Faerunians' worship the Pantheon, not a single god.

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Halen_Van
 
PostPosted: Thu, Oct 08 2009, 0:59 AM 

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Phhbt, even in the old days there were events you wish you never got into, stepped into, or were dragged kicking and screaming into. It happens. I see less DM events these days than I have before, but to be honest, I tend to avoid getting into the ones I know about. And it's not really about the DM's that are running it.

The magical hallucination socks were a bit much for me admittedly, but since Elle was also in that little personal event, it may have been geared more towards her level of silliness.

After really thinking it over, I tend to avoid events because of the players that usually get drawn to them. Not the intended targets of the event, but the masses of people who are drawn to the possibility of a DC like the survivors of a plane crash in a desert pull and scrape thier way to an oasis in the distance. Alot of times there isn't much reason ~why~ they should show up, but thier presence almost always causes mass confusion amongst players and the DM running it alike.

Granted, my cure for that is for people to ease up on the strings of those DC purses. I know people that have had, like 5 DC's in the span of three months, and they rp very well. As a DM, 4 a week wasn't uncommon, and I was one of the lowest paid DM's. Plus free rebuilds. Say minimum of 2 a week (If you did the min required DM work/time, and the flat rate was 1 that week), that's 8 a month, 24 in three months. 24 vs. 5. A player rping thier arse off, and being very active in thier surroundings and events, vs a DM serving minimal time. And the PC still has to pay for rebuilds.

If it wasn't so dry when the rewards were concerned, maybe less people would flock to anything the DM's drop. Reward regular rp, not just events. Reward players for drawing other players into rp, reward people for making the server more enjoyable (which is the duty of a DM, whether it's stopping arse hats from breaking the rules or running events.)


As for criticism? It happens. I know I couldn't take it at one point. It's a hard job trying to run something for 5 people let alone 14-30ish people. The more people involved the greater the chance someone is going to bork something. THe more people involved the more you have to do. Give DM's a break on that part.

As for well run events?

1.) Smaller is better. Less people involved with the plot, the smoother it runs. Running more plots/events is better than running one massive plot/event.

2.) Linear is bad. If the end is already dictated then there isn't much point for the players. They are merely actors for your play rather than contributors to the living story.

3.) If the plot is meant to be on a grander scale, do bits and pieces, like chapters or comic issues. The story may run through 7-8 of them, but each miniature piece can be done by different people, or groups of people, making it overall easier to manage.

4.) Players don't always have to win. Best keep in mind what happens if they fail. If your event is grand and very consequential, then it's best if they don't, both because of the b-ing fest that is likely to ensue afterwards when the consequence hits the fan, and the work Disco ends up doing to remake an area (if applicable). Also keep in mind they could also "not lose". Brute force the only thing they know? Well they beat the bad-guy perhaps, but it surely could have been better a different way. The druids of Kossuth for instance. Killing them would have snipped that problem quick, but now other druidic circles would be wary of the Amian druid circle. Getting them to agree not to burn the forest down, was perhaps the best win one could hope for. This does link back to point 2, but bears enough importance to mention twice. Sure the line between point A and point B might not be linear, but if the end should always be up for consideration.


Edit: Not all DM's need to read that, since some I know already get it. More may know it than I think since as a player, I will likely only ever see point A and point B, and not the squiggly line that is the journey.

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Last edited by Halen_Van on Thu, Oct 08 2009, 1:04 AM, edited 1 time in total.

 
      
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