Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Island RP: The Good, The Bad, The Boring.
#7
Hello. Big post incoming.

I am the oldest (As far as I know) person who has lived on an island their entire character's life. (Stede Emeraldi, 95 years old.)
I have had to leave the island to do some development, but for other things? The islands were actually the place it was done.


They have a downside or two you haven't quite mentioned.
Single raid destructions.
As well as no spawn points. (They are not allowed to my knowledge, not since the Aen days.)

So, single raid destructions.
Yes, that's right - a single failed raid can result in the complete destruction of settlements in the isles. This is policy considering we benefit from being exempt from inactivity purges. That's the trade.
Is it worth it? Maybe.
During the period where I could count the number of people living amongst all of the isles on solely two hands and the world had an inactivity purge? Yes.
During the period where Port Fortune got destroyed? No. (Well, captured- but ah.. that's a whole mess.)
It's just how it is. This likely factors into why the islands don't go seeking trouble.
They are, and have always been one raid away from complete decimation.

No spawn points is a problem islanders have had forever, unfortunately I doubt it will change. (Despite all or most islands now having trees and copper to craft rowboats.)

Another thing is, for the longest time, decades and such - island settlements were more or less barred from having mainland teleporters in any form. Citing: "That's what rowboats and sailboats are for."
I am also not complaining about Traverse's Teleporter.(waygate) It's good they've finally broken that barrier we've been held back by for so long. I'm just a lazy bum and haven't made our own version.
(Plus it keeps a whole bunch of problems off of our islands.)

But the blistering pace at which the mainland moves doesn't make me want to make a character after mine finally croaks, and move there.
Drama from the mainland always finds a way to make it to the islands one way or another.
Why else would my character have problems with a person who is (Find out IC)?
Islanders have a somewhat shared interest to not kill each other. Things can.. reasonably be worked out a bit better.
After all.. we're not the bloodthirsty murderers and fel-worshippers of the mainland, are we? (MAINLANDERS.... AMIRITE...? GUYS...?)

Perhaps this is one thing that islands have, that is overlooked.

Family roleplay. - Not to say the mainland doesn't have this, as their version is more perilous, considering how often danger strikes and death finds those who have plenty to live yet.
You might say that this is good development for a young character. However - I was in such a situation, and it made me want to quit Meranthe entirely back when my character was still a young teen.
I didn't get a good enough amount of time to learn the customs, ways and culture of said family member.
Especially considering I had been thrust into leadership right afterwards.

Someone can reasonably play around as an 11 year old and mill about, figuring out who their character is and being influenced and educated by those around him in a more stable environment.
My character is situated uniquely in his perspective.. being someone who grew up in the isles with grandparents - and is now a great-grandparent himself. His formative days were spent in a calm, collected - and not at war (mostly) environment.
And now he is soon to retire(maybe) in the same kind of environment.
Which is uncommon for Meranthe as a whole, but not so much for island nations.

My very first character was also an islander. He spawned with Aen, when they had a spawn.(before it was disabled.)
This was very good for my introduction to Meranthe as a game, giving me a safe(ish) sandbox on an island to figure out how things worked, unlike being thrust into a danger right away.
(I ultimately got lost in the mainland on said character not long after and experienced that too.)

In short - you have plenty of time to figure out who the heck you are before danger jumps you in the wilderness.
(Unless you're one of the people who leave the islands as soon as you spawn to get maimed a half dozen times. Yes I am throwing shade at my great-grandkids, you goobs. You're not even full on teenagers yet!!!)

I don't know what else to say, truly. I think the isles are fine, if flawed - as they are.
I am probably forgetting something which I will remember and add later.
Reply


Messages In This Thread
RE: Island RP: The Good, The Bad, The Boring. - by Fisk06 - 09-16-2024, 09:52 AM

Forum Jump:


Users browsing this thread: 1 Guest(s)