Setting immersion and...things

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Tanlaus
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Re: Setting immersion and...things

Unread post by Tanlaus »

Hoihe wrote: Fri Aug 21, 2020 3:40 pm
Tanlaus wrote: Fri Aug 21, 2020 3:26 pm In a setting where you have good and evil player factions there is always the potential for some conflict in the RP. Sometimes it escalates to pvp sometimes it’s just some IC bickering.

Any attempt to draw a line in the sand about how far you should or should not go really just hinders RP.

As to what is said on discord afterwards... who cares? Seriously.

Discord is great for asking questions about the game when you need a quick answer. Like “is it me or did the server crash again?”

It’s also great for coordinating play times between people who are trying to do things together.

Outside of that it’s just a bunch of nonsense chatter that only has bearing on your game if you let it.
Does not change the fact that people shame those who refuse to play along with their grimdark permadeath/permamaim/permadisfigurement.

There was also a forum thread a few years back by a player who often PvP'd others and then ate his victims/tortured them, that, after being told people don't enjoy that, went on to complain about the server not being a proper place for roleplay and people are immature.
I’m just saying, for your own sake, if you don’t enjoy that kind of thing just ignore it.

There’s plenty of RP I ignore and just try not to engage in at all. It’s not my place to tell other people how to play. And it’s not my place to tell them they can’t complain on discord or somewhere else...

I’m quite certain my name has come up in one angry discord rant or another more than once. I just really don’t care. At all. Does not effect my game or the people I most play with.

And really, I mean this as part of being on topic for this thread. This server is not huge but it is a lot of players for an RP based CRPG. People have different styles, they get triggered by different things.

The best way to keep your RP as IC as possible is just to not get caught up in OOC drama. Discord. Forums. It doesn’t matter. BGTSCC is a fantasy world, OOC drama only exists for you if you engage with it.
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Steve
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Re: Setting immersion and...things

Unread post by Steve »

Shaming on the Forum or Discord—which is NOT officially BGTSCC any longer—has nothing to do with immersion. Let's stay on topic, please.

If you feel you are being negatively treated by other members of this community, you have the right and are encouraged to contact the Admins and/or the Head DMs and state your situation. Hopefully, the situation will be remedied for all.

Back on track: does conflict RP relate to immersion? Of course it does. Does everyone want to experience conflict RP? Not at all! Luckily, if it is not your cup of tea, you can excuse yourself from it (the Server Rules of PvP and Conflict support this). Although those Rules probably annoy as many people as they serve, they exist to provide a means in which Players are not "trapped" in situations that make them OOC uncomfortable.

Rules like this, which may in themselves hinder aspects of immersion, absolutely need to be upheld on BGTSCC because, simply put, there are players who join this community that are not playing with others best interests in mind. Another way to say it is: it is a story only of "Me me me me..." and not a group play and helpful behavior.

But to get back on track again...I'd argue that immersion needs a healthy dose of trust in your fellow players (and the DMs). Honestly, that just isn't easy on a medium that supports anonymity, private groups, etc...and then you have the whole internet were players of BGTSCC can make private chat groups and further OOC destroy the trust.

And lastly, I'll say it again: immersion is a big ask on this very limited GUI, medium, game design. YOU CAN'T EVEN HEAR TONE OF VOICE!!! Just as example in which immersion will remain ever elusive. Yes, your gaming experience on BGTSCC can be complex, involved, challenging, and immersive...but the Server would need some serious redesign mechanically AND some rewriting of Rules of Engagement to RP on BGTSCC, first.

All that said, you can still find fun and deep RP experience on BGTSCC if you partner up with like-minded players. Put the feelers out, and you're likely to find a few that will make your experience great. Well...at least I hope that is still possible!!

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Re: Setting immersion and...things

Unread post by Snarfy »

Steve wrote: Fri Aug 21, 2020 4:30 pm... simply put, there are players who join this community that are not playing with others best interests in mind. Another way to say it is: it is a story only of "Me me me me..." and not a group play and helpful behavior.
Snarfy wrote: Fri Aug 21, 2020 10:28 amIf we have any intention, or inclination, or desire to keep the story-tellers around, then it is imperative that we focus on bringing back the "collaborative-effort" mentality, IC'ly, and OOC'ly, and dismantle the competitive nature that seems to have taken hold here.
Yup.
...I'd argue that immersion needs a healthy dose of trust in your fellow players (and the DMs). Honestly, that just isn't easy on a medium that supports anonymity, private groups, etc...and then you have the whole internet were players of BGTSCC can make private chat groups and further OOC destroy the trust.
This is another thing that can't be said enough. Player trust has a huge impact on enjoyment here.
(and I say this because, after everything that I've seen and learned over the last month, I am down to maybe 7 - 8 players and 2 staff that I feel I can be totally honest with. Woo)
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Rhifox
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Re: Setting immersion and...things

Unread post by Rhifox »

c2k wrote: Fri Aug 21, 2020 2:37 pm
Rhifox wrote: Fri Aug 21, 2020 12:04 pm
Snarfy wrote: Fri Aug 21, 2020 11:59 am Conflict RP does tend to draw the ire of some folks, and so I made the OOC decision to take a huge step back, and just let the other camp do their thing. ¯\_(ツ)_/¯
That's unfortunate. Conflict RP provides a lot of spice, provided it's all IC rather than OOC.
Conflict RP usually means someone will come out ahead, and everyone wants to be the winner here. Some even feel they are entitled to it because this is D&D and "I am the hero". Hence, conflict RP always ends in tears and regret here.
I will never understand people needing to win in RP. As long as the collaborative story is good, you are always winning, even when your character loses (in fact, IMO, a character failure often provides better RP fodder to work with).
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Re: Setting immersion and...things

Unread post by zhazz »

Feeling the need to win in RP is something which carries over from most RPGs. They all have in common that there is some form of campaign, and in that campaign it is your goal to win the game. If such is the background for a player coming onto a RP server, they are likely to carry that mentality with them. That they need to come out on top, because that is how they beat the game.

Even those who have played tabletop PnP prior to coming onto a RP server can fall into the same trap. In whatever campaigns they have played in previously, one goal has likely been to see the campaign through to the end. That is best done through winning. It might be winning a battle, or a skill roll, or RP'ing something that amazes the DM so much that the encounter/situation resolves favorably for the players = winning.

In both cases, when players come to a RP server they are likely to have a mentality of their character needing to excel at what their character is good at. Excelling here being tantamount to winning, even small encounters. With the lack of a DM to supervise and guide whatever story the player find themselves in, the player is left to find and create RP on their own. If their character doesn't produce the results that the player find desireable they are unlikely to "progress the campaign" due to a lack of DM supervision, which would usually offer alternative ways of progression.

It can take a while to get out of the mindset of needing your character to excel. Even for experienced players on the server. Because the character is supposed to be good at something. Without situations to portray that in, however, the character can easily fall apart. Normally a DM would ensure ample opportunities for a character to show just how good they are at something. Yet a DM is not constantly present for each and every character on an online server. So now the player has to find a different way to showcase what their character is good at.

All of the above to say, in other words:
Players on an online server, who are faced with a lack of constant DM supervision, can often find themselves with no tangible goals to pursue for their characters. Even if they do, such goals often require the collaboration of other players, and in some cases a DM. Fulfilling those goals for the character can be much more difficult on an online server when compared to tabletop PnP. Thus the need to constantly win, since success is more likely to achieve those goals, when there is no DM to help the player along.

TL;DR:
Singleplayer campaigns, and many tabletop PnP campaigns produce a player mentality of wanting or needing to win. To do otherwise usually means missing out on the story. That mentality can be difficult to let go of.
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Re: Setting immersion and...things

Unread post by Rhifox »

zhazz wrote: Fri Aug 21, 2020 9:14 pm TL;DR:
Singleplayer campaigns, and many tabletop PnP campaigns produce a player mentality of wanting or needing to win. To do otherwise usually means missing out on the story. That mentality can be difficult to let go of.
What I don't understand is how people don't get bored of this. Any time I play an RPG nowadays, or in a DM plot or whatever (even with DM supervision, 'always winning' is a problem), I'm always like, 'oh look, we won again, yay...'

Power fantasies get so tiring to me these days. Victory has become cliche, it's expected, you might as well not even bother because you already know what the result is going to be. There's no challenge in it, no surprises, no emotion (except yet another soulless scene of characters expressing jubilation over their "hard fought" victory, except it wasn't really). Capture scenes in RPGs tend to be one of the most intriguing parts, since it's a loss and consequence, but in virtually every case it is kept exceptionally brief (because players don't like to lose) and used to show off the PC (or a party member) being a badass and breaking out. When everyone is a badass, no one is.

My goal in RPGs isn't to win. It's to experience a good story. Increasingly often, it feels like winning is not conducive to a good story.

Now, what Hoihe says is also true. It's very easy to go the extreme other way, where consequences are just used to ruin someone, or, as you say, prevent them from participating in the story. More games, and more DMs, and certainly more players, need to learn the concept of 'Failing Forwards'. That is, most failures should be constructed in such a way that the story still progresses.

Meh, I'm going off topic with this rant. But at least for me, always winning is something that breaks immersion. It contributes to nothing feeling dangerous, which is what makes all these big scary monsters become mundane as you're just walking all over them all the time.
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Re: Setting immersion and...things

Unread post by Hoihe »

One thing to note on winning and failure is scale of either.

Some DMs have, for sake of ensuring high level specialized PCs can lose, made the setting rather unrealistic/immersion breaking.

For instance, if a PC tries to do something that's done every single day by countless level 1-3 commoners, and fails at it despite being a specialist - one has to wonder, how do commoners ever pass that DC?


For instance, DC 30/40 to not slip in mud while in rain. DC 50 lore astronomy to navigate to Waterdeep from Baldur's Gate (now, if it was simply.. DC 15 to navigate there, and every 5 points above 15 means the journey is faster - that makes sense to put a DC 50 of "finding a route that's X fast". However, that's not what they do. If you fail the DC of 50, you'll wind up somehow sailing south somehow, even if your roll surpassed 30).

This kind of approach to DCs I always found awfully immersion breaking, as I kept asking "How the hell can people under level 10 ever hope to pass these DCS?!". It got so bad at one time, I went and wrote up a suggestion hoping DMs would heed it for determining how difficult an action should be. Copy pasted from before:
Hidden: show
You have a concept.

You read d20SRB/PhB/DMG for details to figure out how to make a build that justifies the concept. This includes getting skill ranks within a certain range of DC to guarantee or make success more likely.

You concede that the DCs are "Ideal situations", and refer to diplomacy/Scrying/teleport rolls to figure out how un-ideal situations may affect the skill rolls. You plan your build around non-ideal situations that make sense.

You decide what makes sense by asking the following questions:
Would a level 0 commoner be able to do this?
If not, would a level 4 commoner be able to do this? (adjust for 8 so it's in line with BG having adventurers at level 15 x 2)
If not, would a level 0 Expert/Adept/Warrior/Aristocrat be able to do this?
If not, would a level 4 Expert/Adept/Warrior/Aristocrat be able to do this? (adjust for 8)
If not, would a level 1 Adventurer classed character be able to do this? (adjust to 2)
If not, would a level 4 adventurer classed character be able to do this? (adjust to 8)
If not, would a level 8 adventurer classed character be able to do this? (adjust to 16)
If not, would a level 15 adventurer classed character be able to do this? (Adjust to 30)
If not, would a level 20 adventurer classed character be able to do this? (Adjust to 40)
Make the following assumptions to answer the above:
The world is inhabited primarily by level 0 commoners who do things just fine
Level 4 commoners tend to be veterans at their professions
Level 0 specialists tend to be the second most common, and represent the majority of craftsmen/skilled labourers/scholars
Level 4 Specialists tend to be guild masters, senior scholars, high ranking millitary officers, what have you
A level 1 adventurer is relatively common, but tend to be able to accomplish more than most people.
A level 4 adventurer is still relatively common, but are rarely hindered by mundane aspects of life. Instead, they are able to survive sub-optimal circumnstances (think Army Rangers/Delta Force being trained to go days with barely no sleep and still do their job)
A level 8 adventurer is prepared to deal with extraoridinary matters. The only thing that will throw them off is doing things in the heat of combat, having no equipment AND bad environmental conditions. These guys are elites.
A level 15 adventurer does things that are the stuff of legends. A level 15 adventurer will somehow be able to find a hidden uncharted island working off of legends and hearsay and minimal data provided by poor weather conditions, broken instruments and such. They will not succeed always, but they have a good chance to do so. Doing a practised thing in poor conditions does not affect their chance of success.
A level 20 adventurer does what a level 15 does, except with much higher certainity. It also tends into mythical qualities, the stuff that greeks tell of their greatest heroes.
For the above, use the following rules depending on intended safety margin:
If NOT using the assumption that the world is twice its power level/PCs are half their own:
For a level 0 Commoner, DC of 10 is the highest due to being untrained. Anything above DC 10 is very unlikely, unless training is not required for the skill or it's a safe. However, the idea remains that DC of 5 is realistic, 10 is possible, 15 is unlikely, 20 is lucky.
For a level 0 specialist, adjust all DCs by 2-6 depending on stat spread. I'd go with 5 (full investment and ability affinity)
For a level 4 commoner, DCs may be higher by 2-3 (assume cross-class/low int/1 ability affinity)
For a level 4 specialist, Commoner 0 DCs may be increased by 5-9 (depending on stat spread, assuming class skill).
For a level 1-4 adventurer, use specialist values, but tend towards higher due to stat affinity
For a level 8 adventurer, take commoner 0 values and add 11 and stat affinity of 3 (+14)
For level 15, take commoner 0 values and add 18 and stat affinity of 4 (+22)
For level 20, take commoner 0 and add 23 and stat affinity of 5 (+28)
IF using the 2X assumption.
For a level 0 commoner, values are the same. 5 for easy, 10 for possible, 15 for unlikely, 20 for lucky
For level 0 specialist, values are the same (add 2-6 to commoner 0)
For level 4 commoner (8), take commoner 0 and add 5 (cross class) and affinity of 1 (+6)
For level 4 specialist (8), take commoner 0 and add 11 (class) and affinity of 2 (+13)
For adventurer 1-4 (2-8), do as level 4 specialist, but affinity +1 compared to specialist for apporpriate. (+14 at 4)
For adventurer 8 (16), take commoner 0 and add 19 to the DC for class skill and affinity of 4 (+25)
For adventurer of 15 (30), take commoner 0 and add 33 and affinity of 6 (39)
For adventurer of 20 (40), take commoner 0 and add 43 and affinity of 8 (51)

As long as the DMs keep in mind the probability of an NPC needing to do the same task, and what kind of NPC succeeding at it, DCs will remain normal.

It's an intuitive system that doesn't need looking at d20srd if the complaint is "it crashed the DM client to alt tab".
A challenge that puts one encounters every day would be aimed at a commoner 0.
A challenge that puts an average working NPC to the test would be aimed at specialist 0.
A challenge that puts an experienced commoner to the test would be at commoner 4
A challenge that requires a talented specialist with decades of experience would be at specialist 4
A Challenge that puts Theseus/Odysseus to the test would be aimed at Adventurer 8
A challenge that puts Orion to the test would be aimed at Adventurer 15.
A challenge that puts Achilles/Heracles to the test would be aimed at adventurer 20.


Now think about the ridiculous DCs some DMs give (fit for Achilles/Heracles) for tasks that random NPCs do day to day (which they succeed at, otherwise society would fall apart).


Codify the above so that everyone can look at it and then assign their skill points/saves according to what they want their character to accomplish. Most will safely be able to aim at the "Army Ranger/Delta Force" level of specialist/adventurer 4 (8) and safely justify their RP.

Those who want herculean achievements (say, swaying an entire city with a moving speech) will have to pass a ridiculous DC - but such is acceptable. Furthermore, hidden modifiers can still exists as long as they make sense and are communicated somehow (especially for diplomacy, where the original opinion heavily influences the result. The same roll that makes a hostile person indifferent will make the indifferent person ready to die for your ideals.)


Essentially, for a challenge/loss to not be immersion breaking, the one that makes the DC to determine failure has to ask a few question:

"How often is this deed the PC attempted done? Who are the people who tend to do deeds like this? Is the challenge fuzzy (i.e: there's tiers of success/failure, like "You pulled off the challenge as a commoner would, but this costs extra resources/time. Were you better/luckier, you'd have done it faster/more efficiently"), or clear cut (You either balance the slippery rope or not)





As for what is conductive to a good story or not - I maintain this focus on "storytelling" in itself hinders immersion. We should focus on our characters, ensure they live rounded lives with rounded desires, and let their experiences/emotions be the prime focus. Stories will emerge from that, and their quality is irrelevant so long the experience is enjoyable.

For me, failure is fine so long it does not trade the ability to experience things as a given character for "drama/story." Or that it does not hijack roleplay, and focus it wholly on itself. (For instance - the Black Orc wars completely nullified any kind of RP elven players wanted to have, for all RP had to be done dealing with the threat, leaving no space for interpersonal roleplay or just less stressful matters. Likewise with a more recent event where a PC a lot of other PCs cared for got bedridden with an unknown illness for weeks - it meant breaking character to do anything but care for her, or research her illness. And again, we had a kidnapping years ago that left a PC mentally broken - I wound up taking an OOC break at that time as I could not justify my own character doing anything but doting on that friend of hers).



One way I'd enjoy failure is if it affected (guild) resources and influence. Say, there's an event to escort a group somewhere. PC deaths during the event mean that journey takes longer, as the wounded need to recover and healing spells must be spent. This loss of time would mean either failing the escort mission, or increasing costs, or diminishing its influence/impact on plot. Failure still holds weight/consequence, but that consequence does not hijack the participants' ability to experience the world as their player characters.


But then, I play RPGs neither to win, or for stories. I just play them as a way to experience life in a world that's not our own, through the eye of someone different from me. Anything else is just a happy coincidence.
Last edited by Hoihe on Mon Aug 31, 2020 8:49 am, edited 1 time in total.
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Re: Setting immersion and...things

Unread post by Rhifox »

Hoihe wrote: Fri Aug 21, 2020 10:38 pm As for what is conductive to a good story or not - I maintain this focus on "storytelling" in itself hinders immersion. We should focus on our characters, ensure they live rounded lives with rounded desires, and let their experiences/emotions be the prime focus. Stories will emerge from that, and their quality is irrelevant so long the experience is enjoyable.

...

But then, I play RPGs neither to win, or for stories. I just play them as a way to experience life in a world that's not our own, through the eye of someone different from me. Anything else is just a happy coincidence.
When I say I'm looking for a good story, I mean in terms of the experience and characters and so on. Characters should drive the story, in my opinion. Which is partly why I favor more losses/consequences -- for me, if my character does something wrong/bad, but then nothing comes of it, then I feel my character RP is diminished.


And agreed on the DCs. Though how it works in practice is that your actual ranks are treated as irrelevant. One character might have 2 ranks in something, and roll an 18, and be treated as succeeding, while another might have 30 ranks in something, but if they roll a 2, they'll be treated as failing.

Of course, there's also the problem that, due to the 30 level cap, we have vastly more skill points available than is really appropriate.
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Re: Setting immersion and...things

Unread post by Hoihe »

Rhifox wrote: Fri Aug 21, 2020 10:58 pm
Hoihe wrote: Fri Aug 21, 2020 10:38 pm As for what is conductive to a good story or not - I maintain this focus on "storytelling" in itself hinders immersion. We should focus on our characters, ensure they live rounded lives with rounded desires, and let their experiences/emotions be the prime focus. Stories will emerge from that, and their quality is irrelevant so long the experience is enjoyable.

...

But then, I play RPGs neither to win, or for stories. I just play them as a way to experience life in a world that's not our own, through the eye of someone different from me. Anything else is just a happy coincidence.
When I say I'm looking for a good story, I mean in terms of the experience and characters and so on. Characters should drive the story, in my opinion. Which is partly why I favor more losses/consequences -- for me, if my character does something wrong/bad, but then nothing comes of it, then I feel my character RP is diminished.


And agreed on the DCs. Though how it works in practice is that your actual ranks are treated as irrelevant. One character might have 2 ranks in something, and roll an 18, and be treated as succeeding, while another might have 30 ranks in something, but if they roll a 2, they'll be treated as failing.

Of course, there's also the problem that, due to the 30 level cap, we have vastly more skill points available than is really appropriate.
I feel the other way around - we've not enough skill points, particularly when it comes to classes that aren't rogue/duelist/bard/swash.

Which, I feel is caused by having the same skillpoint pool for academic, life and combat skills. It'd be much nicer if 3.5 split skills into 3 categories focusing whether the skill is something you'd do as part of an everyday trade (crafting, profession, survival, bluff etc), as an academic (spellcraft, lore skills, decipher text, gather intelligence, diplomacy etc), as a soldier (tumble, parry, intimidate, riding, climb etc.), with each classes having enough points to max 1 skill per category, with a bonus to a specific one. Intelligence would benefit all three.

It's rather annoying that if you want to play a veteran soldier (fighter) who is a master siege engineer, you need to dip into wizard or some other class to that has lore (architecture & engineering), or you're stuck at 16. And even if you have access to the skill, the required combat skills (spot/listen, tumble, UMD) will dry you out before you can afford to get RP specific skills (this is more an issue in P&P, where I wound up with an archivist healer with 18 int unable to afford to take ranks in profession (healer) as it'd leave the party without important lore and heal skills)



For me, consequences take me out of the game. I've wound up more or less forced to participate in a permarisk event, and I could not immerse myself one bit due to the potential consequence.

My P&P game suffers from the same - I enjoy it for the lore, but I cannot enjoy any of the interpersonal relationships or even really immerse myself in my character due to the rather high risk of death our campaign has. Why put in the effort to build a bond with someone if you know they're gonna get hit with a fireball that will OHK them if they fail their reflex save?

If I know there's a high chance that the person I'm interacting with will disappear in a year or whatnot, I'll actively stop myself from letting myself care about them, which completely saps my enjoyment from interacting with them.

It's difficult for one to "appreciate" RP being diminished if they outright cannot bond with a character due to mechanics/setting making it likely they'll disappear, or if they know that interacting with that character will wind up being depressing.

I find RP most enjoyable if I have the OOC confidence, even if my character ICly thinks otherwise, that no matter what happens, the characters I've formed bonds with will always be available, and the RP with them won't devolve into depressing themes (identity death, suicidal ideation, being crippled). If these criteria are met, I can freely let go of my worries/anxieties and immerse myself in my character, and through her, the setting.
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Re: Setting immersion and...things

Unread post by c2k »

Blackbird wrote: Fri Aug 21, 2020 3:19 pm

Conflict RP probably should end in tears and regret (or an oath of vengeance) for the losing party. Conflict is like 80% of what drives a narrative. The problem with conflict RP here is threefold and two of the issues have already been mentioned:
IC, sure. But its mostly an OOC whinefest and it ends up being no good for anyone involved. Its a big immersion killer.

I also agree you can't win all the time. A real hero never has it easy, has setbacks, and sacrifices a lot. They just somehow manage to pull through in the end, against all odds. I think its just natural for people to want all the rewards with being a hero, but skipping the long. hard journey that gets a hero to that point.
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Re: Setting immersion and...things

Unread post by Rhifox »

Hoihe wrote: Fri Aug 21, 2020 11:21 pmI feel the other way around - we've not enough skill points, particularly when it comes to classes that aren't rogue/duelist/bard/swash.

Which, I feel is caused by having the same skillpoint pool for academic, life and combat skills. It'd be much nicer if 3.5 split skills into 3 categories focusing whether the skill is something you'd do as part of an everyday trade (crafting, profession, survival, bluff etc), as an academic (spellcraft, lore skills, decipher text, gather intelligence, diplomacy etc), as a soldier (tumble, parry, intimidate, riding, climb etc.), with each classes having enough points to max 1 skill per category, with a bonus to a specific one. Intelligence would benefit all three.

It's rather annoying that if you want to play a veteran soldier (fighter) who is a master siege engineer, you need to dip into wizard or some other class to that has lore (architecture & engineering), or you're stuck at 16. And even if you have access to the skill, the required combat skills (spot/listen, tumble, UMD) will dry you out before you can afford to get RP specific skills (this is more an issue in P&P, where I wound up with an archivist healer with 18 int unable to afford to take ranks in profession (healer) as it'd leave the party without important lore and heal skills)
Yeah. 3rd edition skill system is absolute trash in general. I hate skill points.
I find RP most enjoyable if I have the OOC confidence, even if my character ICly thinks otherwise, that no matter what happens, the characters I've formed bonds with will always be available, and the RP with them won't devolve into depressing themes (identity death, suicidal ideation, being crippled). If these criteria are met, I can freely let go of my worries/anxieties and immerse myself in my character, and through her, the setting.
Heh. I'm the opposite. I struggle to get invested in happy themes and characters. :P But that's a matter of preference, and no one should be shamed for liking either. Everyone, IMO, should work to ensure others don't have to deal with stuff in RP that they are OOCly uncomfortable with.

But I definitely agree that losing characters you've formed bonds with sucks, and can make it hard to form new attachments. I've previously went on breaks from the server due to characters I knew no longer playing.
Last edited by Rhifox on Sat Aug 22, 2020 3:54 am, edited 1 time in total.
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Re: Setting immersion and...things

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Re: Setting immersion and...things

Unread post by Thaelis »

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Thalanis Silverleaf - Moon Elf Woodsman Deceased

Aerendyl Dy'ner - Blacksmith and Explorer
ajcolt
Posts: 74
Joined: Sat Apr 11, 2020 8:58 pm

Re: Setting immersion and...things

Unread post by ajcolt »

I really don't think it's about people not accepting setbacks or challenges for their characters ("losing"). I think Steve is more on the right track where it's just certain people don't respect other players enough nor care if others outside their circle(s) enjoy Rping with them. No one has a right to attempt to cajole or force someone else to play a role in their own personal or circle of friends storyline(s) as a rival or personal antagonist. It's seriously rude when all you have to do is ask someone OOC if they'd be interested or put a roleplaying Ad up on the forums asking for a personal rival or antagonist. This situation tends to happen -a lot- in evil focused RP/CvC in mmorpgs since evil by nature is confrontational. It certainly isn't limited to evil RP though. . There will be plenty of times in the future where the Reds vs. Z vs. SToA vs. Bregan vs. other shady guilds vs. interloping good(ish) come into conflict as their interests generally conflict just like rival gangs and make legitimate IC enemies to plot against. When conflict occurs and you want to make it great RP with others then you have a responsibility to make it fun for the other player(s) and not leave them in a lurch or railroad them without permission first. The instigator(s) also have to be responsible and willing to 'lose' their fair share and especially the big moments. If you aren't willing to consider the other players enjoyment and reasonable boundaries then you have to expect those people will not be willing to play nice with you in the future and more then likely will limit interaction or ignore your character(s) or worse start a vendetta. GIve respect to get respect. Cooperate and give enjoyable RP are to receive it in kind.
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DM SummerBreeze
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Joined: Sat Aug 01, 2020 6:47 pm

Re: Setting immersion and...things

Unread post by DM SummerBreeze »

As a DM/Storyteller here, I will chime in a bit and say if you don't like to "lose" occasionally, we're probably not going to get along. :lol:

Though as others mentioned, the "collaborative" effort in a story is what its all about. There is no "main protagonist" in this online world. Everyone gets to be the protagonist in their own personal RP, but in the world itself, as far as I am concerned, anything can happen. It's all about being in the right or wrong place at the right, or wrong, time.

As players, you're ultimately responsible for your own enjoyment here. Be that as it may, sometimes it is totally fair to just go "You know what, this isn't for me" or "I need a break" and walk away for a bit, or take a step back if things get too heavy or feel like they are effecting your real life. Self-care is important in all things. As another previous post mentioned, OOC drama is what you make of it. I learned over time to simply not engage in drama-inducing activities or people, and my time here was exponentially better for it.

If you're personally having trouble getting into some RP, or feel yourself growing stale, perhaps rolling a brand new character, or sending the DM team a message with some ideas, or I dunno, just walk up and approach people you've never talked to before, hang out at the taverns, do some research on the active guilds around the server, or take a browse through the rumours sections of the forums. All great places to pick up on whats going on and who is involved in what. There are a lot of options, if you choose to take them. 8-)
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I only do player requests if a player requests me specifically for a request. Otherwise I run my own written stories. <3
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