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Herra Tutteri
 
PostPosted: Sun, Nov 14 2010, 10:46 AM 

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dayfer wrote:
*greater ruins the EO dude*


*EO dudes can't be greater ruined because EO dudes are Greater Ruin incarnate*

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Roppi
 
PostPosted: Sun, Nov 14 2010, 11:28 AM 

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Server needs a death penalty. Maybe perma-death.

You get problems when both sides have'nt got any OOC courtesy in my humble opinion.

A kills B. B comes up with a half assed "someone casted true rez on me" and goes on a witch hunt for A. No fear, no need for planning. Cos even if B dies again in the attempt, its "true rez #2" and back to the witch hunt.
This applies to both good, neutral and evil btw.


 
      
Murex
 
PostPosted: Sun, Nov 14 2010, 12:57 PM 

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It won't change unless something new was added to the mix to promote real role-play (not A kills B, B kills A).

Here is an interesting idea to promote a storyline-

What if there were X number of artifacts/crystals/orbs randomly dropped into Amia, and they had power as long as a number of them were collected, say a DM grants a wish or something, and then re-distributes those artifacts in random maps to be collected again. I can forsee factions having an interest in collecting these things, and it can make it more interesting.

(just a random thought)

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jimbono1
 
PostPosted: Sun, Nov 14 2010, 12:58 PM 

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Or people could just RP death better, instead of ignoring consiquences with no IC Reason.

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Mobile_Svensk
 
PostPosted: Sun, Nov 14 2010, 13:03 PM 

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This topic has derailed into -"'Other people don't Rp the way i like'!"

What if i told you, Jimbono, To 'RP better?' How' do you feel after that? Is it any constructive criticism there? Do you feel improved?

Think about it.

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Infernal_Pain
 
PostPosted: Sun, Nov 14 2010, 13:27 PM 

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Murex wrote:
What if there were X number of artifacts/crystals/orbs randomly dropped into Amia, and they had power as long as a number of them were collected, say a DM grants a wish or something, and then re-distributes those artifacts in random maps to be collected again.



What, Dragonballs?

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Murex
 
PostPosted: Sun, Nov 14 2010, 13:47 PM 

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Now that you mention it, I think that's exactly what that is. I hate when that happens.

:lol:

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Selvec Darkon
 
PostPosted: Sun, Nov 14 2010, 13:48 PM 

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Not to mention Sin isn't secert anymore. Its pretty well known and accessible to any and all PC's.

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jimbono1
 
PostPosted: Sun, Nov 14 2010, 15:30 PM 

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Very_Svensk wrote:
This topic has derailed into -"'Other people don't Rp the way i like'!"

What if i told you, Jimbono, To 'RP better?' How' do you feel after that? Is it any constructive criticism there? Do you feel improved?

Think about it.

I do not care how other people RP, so long as it does not involve metagaming. And also, i did not tell people to RP better, i told them to RP Consiquences of Death.

Anyway, this topic makes no sense anyway anymore. I gave up reading most of the posts a long time ago.

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Selmak
 
PostPosted: Sun, Nov 14 2010, 18:21 PM 

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Roppi wrote:
Server needs a death penalty. Maybe perma-death.

You get problems when both sides haven't got any OOC courtesy in my humble opinion.

A kills B. B comes up with a half assed "someone casted true rez on me" and goes on a witch hunt for A. No fear, no need for planning. Cos even if B dies again in the attempt, its "true rez #2" and back to the witch hunt.
This applies to both good, neutral and evil btw.


The Curse of Blood Enmity.

So long as your sworn enemy is alive, you will know no rest. When resting you receive a cumulative -1 penalty to Fortitude, until you kill them, or they kill you, or ten days pass without either of you killing each other. Upon resurrection or raising within the ten day cooling-off period, you are sworn enemies again and your first rest after coming back from the dead will apply the first -1 penalty.

The curse is first inflicted when each of you has died at the hands of the other within the space of one day. You may only have one sworn enemy at a time.


Now you just need two PCs to test it out. One of them should be called Khan, so the other one can do this. ;)


 
      
Yossarin
 
PostPosted: Sun, Nov 14 2010, 19:22 PM 



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Murex wrote:
It won't change unless something new was added to the mix to promote real role-play (not A kills B, B kills A).

Here is an interesting idea to promote a storyline-

What if there were X number of artifacts/crystals/orbs randomly dropped into Amia, and they had power as long as a number of them were collected, say a DM grants a wish or something, and then re-distributes those artifacts in random maps to be collected again. I can forsee factions having an interest in collecting these things, and it can make it more interesting.

(just a random thought)


Not the first time it has been recommended. The first I noticed try to bring it to the fore was Mago. My personal view is...a tough one, and I think it just has to do with what kind of a person I am.

I reject it, even after thought, because the idea seems too much like a meaningless game of Capture the Flag to me, something to keep you busy but not to actually progress anything, and I think we can do so much better than a server-wide game of Capture the Flag.


 
      
Estara
 
PostPosted: Sun, Nov 14 2010, 20:48 PM 



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Oh I hope so.. that will get 10x more old than characters dying and coming back to life every other day.

"You have Artifact 7 right now? Well, I had that last week, so I don't even care."


 
      
Murex
 
PostPosted: Sun, Nov 14 2010, 21:13 PM 

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Selvec Darkon wrote:
Not to mention Sin isn't secert anymore. Its pretty well known and accessible to any and all PC's.


Was it ever really secret? I discovered it within my first week on this server.

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Yossarin
 
PostPosted: Mon, Nov 15 2010, 1:15 AM 



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It is not really secret at all, no. Apparently even the higher-ups in Cordor know about it but don't do anything about it, either...which, I mean, should be some kind of hint, right?...


 
      
Selvec Darkon
 
PostPosted: Mon, Nov 15 2010, 1:31 AM 

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It was secret back in the day though.

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Yossarin
 
PostPosted: Mon, Nov 15 2010, 1:34 AM 



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Yeah, I remember that day. Back in the summer of 1967, when the whole world was a canvas.


 
      
Selvec Darkon
 
PostPosted: Mon, Nov 15 2010, 1:37 AM 

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Really? I remember it being in 2005 :lol:

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Murex
 
PostPosted: Mon, Nov 15 2010, 7:45 AM 

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Too bad there isn't a key for those back rooms in the underground. :(

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billytheid
 
PostPosted: Mon, Nov 15 2010, 9:31 AM 

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isn't there...

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Ykanan
 
PostPosted: Mon, Nov 15 2010, 9:32 AM 



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Depends on which rooms you're talking about... Wink wink, nudge nudge.

In the SoS? They auto spawn keys so you can lock the doors. If you're talking about a certain... other place. That's a different story, which still may not be completely known to the whole server.


 
      
billytheid
 
PostPosted: Mon, Nov 15 2010, 9:41 AM 

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Shhh!

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Murex
 
PostPosted: Mon, Nov 15 2010, 11:48 AM 

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Are there or are there not keys for those....other places?

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Khylaria
 
PostPosted: Mon, Nov 15 2010, 13:37 PM 

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Find out in-character?

(yes, it -is- a favorite saying among the DMs. :) )


 
      
Murex
 
PostPosted: Mon, Nov 15 2010, 14:55 PM 

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Khylaria wrote:
Find out in-character?

(yes, it -is- a favorite saying among the DMs. :) )


I could have predicted this response. I suppose I may have to waste time trying to find out in character.

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Khylaria
 
PostPosted: Mon, Nov 15 2010, 15:55 PM 

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Time spent investigating things in-character is never "wasted" time.


 
      
Greyweaver
 
PostPosted: Mon, Nov 15 2010, 16:11 PM 

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Khylaria wrote:
Time spent investigating things in-character is never "wasted" time.


agreed, you can have -hours- of fun rp'ing with toons you normally wouldn't rp with following a lead. I did so with Rose and met some very cool rp'er's and toons.

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Murex
 
PostPosted: Mon, Nov 15 2010, 20:13 PM 

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Well, it will be wasted time if the key does not exist. That's what I meant.

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Yossarin
 
PostPosted: Mon, Nov 15 2010, 20:20 PM 



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Even if you do not find a key to that door, but instead, a key to something else? A key to the process of investigation, key factor in another person's life, a key to understanding, a key to unlocking a goal or a desire you never thought you possessed until you started looking for a simple key to unlock a simple door?

Time is only wasted if you let it be wasted and refuse to glean anything that might be exterior to your one-track goal.


 
      
Grymia
 
PostPosted: Mon, Nov 15 2010, 20:33 PM 

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Yossarin wrote:
Even if you do not find a key to that door, but instead, a key to something else? A key to the process of investigation, key factor in another person's life, a key to understanding, a key to unlocking a goal or a desire you never thought you possessed until you started looking for a simple key to unlock a simple door?

Time is only wasted if you let it be wasted and refuse to glean anything that might be exterior to your one-track goal.


I have to agree with this statement.

You'd be surprised what off the wall information you can find even when you don't find exactly what it is you're looking for. This coming from me who's scared of wasting the DM's time at times with what I feel might be silly questions is ironic, but sometimes asking the silly questions is worth asking. (To a point: A question that's obviously silly like why the sky's blue is at best going to get a witty and humourous answer *which can be worth while in and of itself* and worse isn't going to be answered).


 
      
Selvec Darkon
 
PostPosted: Tue, Nov 16 2010, 2:22 AM 

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Khylaria wrote:
Time spent investigating things in-character is never "wasted" time.

Tis if you can't do anything because no DM is present <_<.

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Yossarin
 
PostPosted: Tue, Nov 16 2010, 2:30 AM 



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9 times out of 10, if we tell you to "find out IC", you don't need a DM because we are aware the knowledge exists in the playerbase and you just have to talk to the right characters. No DM necessary.


 
      
Selvec Darkon
 
PostPosted: Tue, Nov 16 2010, 2:58 AM 

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Yea, if you say that sure. But I mean investigating most anything else interesting in the landscape.

There are many many many interesting points on Amia's landscape that I'd personally love to explore with one of my characters. Unfortunately they are not mechanically accessible and thus require a DM.

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D-Finitiy
 
PostPosted: Tue, Nov 16 2010, 4:26 AM 

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To address the OP, I think it's easy to play evil characters poorly, but difficult to play them well. Conversely it's easy to play good characters well, and even easier to play them poorly.

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Ðraco
 
PostPosted: Tue, Nov 16 2010, 4:39 AM 

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D-Finitiy wrote:
To address the OP, I think it's easy to play evil characters poorly, but difficult to play them well. Conversely it's easy to play good characters well, and even easier to play them poorly.


It all comes down to preference, some people like to be the knight in shining armor. Conversely some people like to play the villain. I don't think it's because some guy has a hard time playing evil so he spends his time playing good characters because it's easier. Personally I'd say neutral is the easiest to RP

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boobookittyscrew
 
PostPosted: Tue, Nov 16 2010, 5:21 AM 

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Actually I hate to sound bad here...but it's easier to be good and stupid than it is to be bad and stupid.

A stupid good guy can run around and pummel things, resort to PvP for every problem...and no one will see an issue with it, regardlss of how stupid it looks and is, because it's good.

Unfortunately a stupid evil character ends up on the floor half their life.

Sometimes i hear the plans of evil folk and no offense....I groan inwardly. I see all the problems that can arise immediately....especially when there's talk of outright frontal assaults...

Get a clue folks, frontal assaults will fail...because they're stupid.

You need good plans...and plans on tops of those plans, and yet more plans....and many contingencies...and then more. Then maybe...just maybe, you can assault what is left of the good guys...maybe.

I think what the DMs really wish to see and probably rarely do...is a complete and utter mastermind....a really uber smart supervillain...

The problem is also evil guys themselves. Jealousy tends to run rampant and most evil will destroy another villains plans rather than accept the fact it is a better plan than they come up with.


 
      
Yossarin
 
PostPosted: Tue, Nov 16 2010, 5:28 AM 



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boobookittyscrew wrote:
I think what the DMs really wish to see and probably rarely do...is a complete and utter mastermind....a really uber smart supervillain...


For me, this is yes and no, depending upon how you interpret the meaning of what I actually want to see.

What I actually want to see is evil that determines an extremely solid and specific goal, accurately interprets the challenges and consequences, and conducts the precise action or series of actions to achieve that goal.

I do not consider this masterminding, or even really smart. And sometimes, given the situation, the precise action is marching in and saying, "Fuck you guys, we have bigger swords and we're taking over." Which seems really stupid, because you know the good guys are going to come rushing to kick your asses.

But what if you wanted them to do just that...for whatever nefarious purpose...

Meh. I shouldn't even be answering this question because it is unfair. That isn't what I want to see, or the only thing I reward seeing. It is an ideal I have, but in truth, failures and mistakes are natural, too, and they're really sweet if they're intentional (by authorial intent).


 
      
Estara
 
PostPosted: Tue, Nov 16 2010, 5:35 AM 



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They can be really sweet if they're not, too! As long as the one making the mistake is okay to admit it and move on with some good RP!


 
      
Alkor
 
PostPosted: Tue, Nov 16 2010, 12:37 PM 

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//ok I only got to about page 4, but I think this needs to be said. Sorry if it's not in alignment with the current line of thought (aka, whatever happened the last few pages)

Anywho in response to the mega-posts.

Yoss, I believe, is referring to the stagnation of the character itself, he in essence is implying that a character that is ever unchanging is itself creating a status quo. Being unaffected by the various environmental or plot "hiccups" of the server creates a sort of stagnation itself, reset to reset. To be a truly dynamic server, the characters themselves should grow and develop in the changing environment. In effect he is not saying it's wrong to be true to your character, on the contrary, being true to your character is being true to the possibility that they can and probably should change and develop on their own virtual path of 'life'. The plot can develop and grow, the characters can adjust and shift to be ever dynamic through their reactions, and it will -still- be absolutely 'true to the character'.

Tis nothing to forgive, no point was made that was out of any sort of bounds. If we wish the server to be dynamic and changing, we should allow the server environment and our characters experiences to affect and shift our characters themselves in a dynamic manner.

To never shift, no matter what happens, is stagnation in purest form.

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Mobile_Svensk
 
PostPosted: Tue, Nov 16 2010, 13:09 PM 

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Yossarin wrote:
boobookittyscrew wrote:
It is an ideal I have, but in truth, failures and mistakes are natural, too, and they're really sweet if they're intentional (by authorial intent).


He...Hehe....Hehe....Hehehe...I know what you did there!
* Mischievous snicker*

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