04-28-2024, 01:34 PM
Taking some free time today to share some thoughts.
I have been playing Svengalf for soon 1 year. Despite some rare signups in war, I had no fights. And the number of times attacked in the wilderness count on the numbers of fingers in one hand.
Despite this, I still managed to get some hidden/unique spells/items across all the years ingame : I have been sticking to IC since the beginning, being this supportive "pacifist" character helping others, that has evolved from a simple artificier, to a medic, up to a Radiant of faith. All the abilities I have apped were "consequences" of my developpement rather than "goals" to achieve.
The Google Form app for abilities/class is very great, because if you are able to explain in 30 minutes why your character can have such ability through a good narration that makes sense and is relevant to your situation, it shows at how natural it is. I had 4 abilities request approved without the need to provide logs, just narrate what happened and what was done.
So I do agree with the initial post that people who roleplay their characters for a long time can succeed in some way and obtain "rewards". And people should be more aware of that way. Even as non combattants.
Remember when during the war between the Frontier/Enclave, there was a narration done by the people of faith to remove one perm inflicted upon the combattants after the war ? Or even a ritual that helped to fully heal a perm without needing white oil ? While these perhaps do not have the same weight of world building impact like the current state of PvP, non combattant people can still influence the other combattants in some way. After all, teaming up is part of the roleplay. Perhaps these people could need more determining actions.
Now I know that Eternia is combat heavy. Even through events, there are some fights to happen (altough sometimes if your DM is cool, it is possible to avoid battles through the power of talk too, which is neat). But what Eternia sold me primarly is collaborative RP and even through the most tense of moments, I still had some people agree/disagree/talk about what to follow/what to suggest. See everytime someone is inflicting an injury, asking if there are any preferences. This is neat, even in defeat, if people can organize together what would be the most interesting story to write.
But I feel like lately, it's starting to become less collaborative and more competitive? The previous threads about the caps kills and the attacks show a lot of tension. I feel like at this point, it's not writing a story, but rather we have escalated too much about "destroying" the opponent.
The suggestion to make wilderness fights be aggro 0 by default is nice to mitigate the issue.
Because if people are escalating in a collaborative roleplaying game, then they should be able to raise the stakes if both consent. We even have a Fated Rival rule to allow this kind of escalation, by progressively raising the stakes after each Dangerous battle.
I am aware that you can still ask for aggro/danger 0 in wilderness for first case encounters though, but the default being the lowest risked option to start would be less tense for any beginners in terms of consequences. Regulars/Veterans will know when/how to raise the stakes for their fights anyway.
This is only for wilderness rules, I don't have any other idea for wars/settlements rules for now.
Not everyone is OOC combat skilled competitively and would rather try to RP IC their ways of fighting/strengths, but get shut down by a more competent player. Nowadays, the skill floor for any beginners to try to match with other players is sort of high, unless they are against other beginners. So trying to take it easy at first until you get more comfortable to be involved and take risks would be great. Hyped for turn based combat by the way !
And now for game balance/mechanics rambling :
Altough, people should not play with the goal of acquiring hiddens primarly. It feels better and more natural if these applications are done as consequences rather than actively pursuing it.
That's like the Discord thread about Earth TLC, and to my slight disappointement, it was more talking about the signatures potential, while I prefered that the base tree and subtree were rather more adjusted/refined to incite people to stay motivated to follow their elemental IC rather than following whatever is the meta.
I have been playing Crystal/Nature since the beginning, stuck to it. At some point I had summoning but I deved out of it, as I could not really play my IC around it.
Game balance is hard to please anyway. To the suggestion to buff a tree, then carpet pull to nerf it, I don't like that idea. You can play a specific tree for your IC, watch it get reworked, rise in popularity, then get bashed for following whatever FOTM and called for nerfs despite playing it since the beginning.
Also in my opinion, nerfing the availability of mana amnesia/rebirth potions, and even the arcanium trauma kits, just makes the poorer/less/ established/beginners character suffer more compared to those who are more confident/established/richer characters who would risk less than them. Altough keep rebirth potions limited to the RPL still, there is little explaination on why a long standing character would be able to take a sip and restart their magic from nothing without dev.
I have been playing Svengalf for soon 1 year. Despite some rare signups in war, I had no fights. And the number of times attacked in the wilderness count on the numbers of fingers in one hand.
Despite this, I still managed to get some hidden/unique spells/items across all the years ingame : I have been sticking to IC since the beginning, being this supportive "pacifist" character helping others, that has evolved from a simple artificier, to a medic, up to a Radiant of faith. All the abilities I have apped were "consequences" of my developpement rather than "goals" to achieve.
The Google Form app for abilities/class is very great, because if you are able to explain in 30 minutes why your character can have such ability through a good narration that makes sense and is relevant to your situation, it shows at how natural it is. I had 4 abilities request approved without the need to provide logs, just narrate what happened and what was done.
So I do agree with the initial post that people who roleplay their characters for a long time can succeed in some way and obtain "rewards". And people should be more aware of that way. Even as non combattants.
Remember when during the war between the Frontier/Enclave, there was a narration done by the people of faith to remove one perm inflicted upon the combattants after the war ? Or even a ritual that helped to fully heal a perm without needing white oil ? While these perhaps do not have the same weight of world building impact like the current state of PvP, non combattant people can still influence the other combattants in some way. After all, teaming up is part of the roleplay. Perhaps these people could need more determining actions.
Now I know that Eternia is combat heavy. Even through events, there are some fights to happen (altough sometimes if your DM is cool, it is possible to avoid battles through the power of talk too, which is neat). But what Eternia sold me primarly is collaborative RP and even through the most tense of moments, I still had some people agree/disagree/talk about what to follow/what to suggest. See everytime someone is inflicting an injury, asking if there are any preferences. This is neat, even in defeat, if people can organize together what would be the most interesting story to write.
But I feel like lately, it's starting to become less collaborative and more competitive? The previous threads about the caps kills and the attacks show a lot of tension. I feel like at this point, it's not writing a story, but rather we have escalated too much about "destroying" the opponent.
The suggestion to make wilderness fights be aggro 0 by default is nice to mitigate the issue.
Because if people are escalating in a collaborative roleplaying game, then they should be able to raise the stakes if both consent. We even have a Fated Rival rule to allow this kind of escalation, by progressively raising the stakes after each Dangerous battle.
I am aware that you can still ask for aggro/danger 0 in wilderness for first case encounters though, but the default being the lowest risked option to start would be less tense for any beginners in terms of consequences. Regulars/Veterans will know when/how to raise the stakes for their fights anyway.
This is only for wilderness rules, I don't have any other idea for wars/settlements rules for now.
Not everyone is OOC combat skilled competitively and would rather try to RP IC their ways of fighting/strengths, but get shut down by a more competent player. Nowadays, the skill floor for any beginners to try to match with other players is sort of high, unless they are against other beginners. So trying to take it easy at first until you get more comfortable to be involved and take risks would be great. Hyped for turn based combat by the way !
And now for game balance/mechanics rambling :
Altough, people should not play with the goal of acquiring hiddens primarly. It feels better and more natural if these applications are done as consequences rather than actively pursuing it.
That's like the Discord thread about Earth TLC, and to my slight disappointement, it was more talking about the signatures potential, while I prefered that the base tree and subtree were rather more adjusted/refined to incite people to stay motivated to follow their elemental IC rather than following whatever is the meta.
I have been playing Crystal/Nature since the beginning, stuck to it. At some point I had summoning but I deved out of it, as I could not really play my IC around it.
Game balance is hard to please anyway. To the suggestion to buff a tree, then carpet pull to nerf it, I don't like that idea. You can play a specific tree for your IC, watch it get reworked, rise in popularity, then get bashed for following whatever FOTM and called for nerfs despite playing it since the beginning.
Also in my opinion, nerfing the availability of mana amnesia/rebirth potions, and even the arcanium trauma kits, just makes the poorer/less/ established/beginners character suffer more compared to those who are more confident/established/richer characters who would risk less than them. Altough keep rebirth potions limited to the RPL still, there is little explaination on why a long standing character would be able to take a sip and restart their magic from nothing without dev.