I was referring to this:
https://www.youtube.com/watch?v=VdqhHKjepiE&t=354s
I figured and I don't agree with all of that. BG isn't RimWorld. RimWorld is (without a mod that breaks a lot of other mods) single player. I'd only play it cooperatively anyway.gedweyignasia wrote: ↑Fri Aug 27, 2021 9:56 amI was referring to this:
https://www.youtube.com/watch?v=VdqhHKjepiE&t=354s
Not all conflict in a story is player versus player. There's player versus nature and player versus machine (NPCs?). Those can have players cooperating, but without setbacks the story isn't very interesting in any of those.AgentOrange wrote: ↑Fri Aug 27, 2021 10:11 am Setback and failure make for better story, sure. But players should cooperate to make compelling stories. If they can't then the least they can do is stay in their lanes and not try to ruin the fun for other players.
There is a third option to game vs story:gedweyignasia wrote: ↑Fri Aug 27, 2021 3:23 amShould it be a game or a story, though? In a game, you want your character to do well. In a story, you want a compelling narrative. Some of the best RP I've had is when I had a character of mine permakilled who was in the middle of a plot. It meant that the other player's actions had a real impact in the world; they changed something. It was "consequences" for my character, who had (through their own fault in almost every case) their story ended prematurely, but it was "making a meaningful impact in the world" for other characters.AgentOrange wrote: ↑Fri Aug 27, 2021 2:51 am The word "consequences" is thrown around way too much in this game.
It's a game. Fun supercedes consequences.
I'm not saying that everyone needs to open their characters up to permadeath or that anyone who doesn't is standing in the way of RP. What I'm trying to say is that a setback for your character--who is trying to accomplish something--creates as meaningful a change in the world as a step forward. Don't let, "I'm mad because this story never got to happen" be the way you see things. Look at it as, "The path of this world has been changed by my character's failure."
It's hard not to root for your character at some times, since you're the person who's responsible for their agency and is pushing them to work towards their ends, but it's important not to project too much or conflict (which is the heart of every story) can leave you bitter.
This certainly relates to other narrative forms. In his book on creative writing, the Lajos Egri writes:'Mask-play' is the most complete way that the player can enter the game-world. Think of it as a virtual reality: when the player looks around, they see the game-world. They look at other players and see the characters. They look in a mirror and see their character's face. Only by doing this, by shutting out as much of the real world as possible, will the player be able to let their normal personality take a back seat, and allow the personality of their fictional character to take over. I can't describe what that actually means because it doesn't happen often enough to be analyzed, but personal experience makes me think it's worth striving for. [5]
I think that's more of a problem with the North and UD having been largely neglected. I haven't met Rinn, no thanks to differing time zones, but it's something Team Evil players have been pointing out ad nauseam.DaloLorn wrote: ↑Fri Aug 27, 2021 10:07 am Either way, the grindiness combined with the lack of progression can definitely make it feel like an MMO sometimes. It gets worse, though, when characters around your own age end up rocketing ahead of you because they have a higher tolerance for the mindless tedium of it... making it difficult to interact with them, which ends up killing both.
Rinn recently fell victim to this phenomenon. Her only friend rushed through the levels on a dozen xvart runs (and then got RCRed, but that's just adding fuel to the existing fire of not getting to keep bonding with her), while everyone else in her level range has died, picked fights with her, or OOCly refused to have anything to do with her. She can't adventure, she's too antisocial to care for social RP, and she's still far too weak to get started on overt villainy. All this on a character I had such high hopes for.![]()
I would strongly caution anyone who is considering this approach, because you will feel all of the negative effects that your character experiences very strongly, conflict between characters becomes conflict between players, etc.
Honestly, I don't even give player on player conflict the time of day anymore. Too many sketchy agendas there, and I don't trust other players not to do it in a way that is OOCly enjoyable for everyone.gedweyignasia wrote: ↑Fri Aug 27, 2021 10:14 amNot all conflict in a story is player versus player. There's player versus nature and player versus machine (NPCs?). Those can have players cooperating, but without setbacks the story isn't very interesting in any of those.AgentOrange wrote: ↑Fri Aug 27, 2021 10:11 am Setback and failure make for better story, sure. But players should cooperate to make compelling stories. If they can't then the least they can do is stay in their lanes and not try to ruin the fun for other players.
gedweyignasia wrote: ↑Fri Aug 27, 2021 10:21 amI would strongly caution anyone who is considering this approach, because you will feel all of the negative effects that your character experiences very strongly, conflict between characters becomes conflict between players, etc.
This is a very dangerous mindset.
Can you explain what you mean by this? What issues are there with the North and the UD? Why do these issues disproportionately affect Evil characters? How can these areas be improved to make the playerbase happier?AgentOrange wrote: ↑Fri Aug 27, 2021 10:18 am I think that's more of a problem with the North and UD having been largely neglected. ... The North is currently an afterthought, only where large wars spill over to. Change that, and the player base will be happier.
I don't disagree, but I would strongly caution people against it because it means the player will feel the negative outcomes of their character very acutely, as I warned. It is very dangerous to the playerbase as a whole: It turns a conflict between characters into a conflict between players.
No. But a story makes those experiences and sensations greater. Everyday domestic affairs is a very boring experience compared to challenging and trying circumstances - and failure - that tugs at the character's emotions. I want to face challenges and threats to my character because that is vastly more fun to react to. I want my leg shaking, my blood boiling, I want to be getting up out of my chair and pacing around my room because the things going on in the RP are just that engrossing.
I mean that the North is largely neglected by DMs. That's where Soubar, Darkhold, etc. is (hubs for openly evil characters who feel more at home there, because they have a hard time fitting in around the city.) The exception is when a plot gets big enough that we might have bridge attack events, such as the devil and Orcus plots. That's still just an extension of Team Good's plot, though.gedweyignasia wrote: ↑Fri Aug 27, 2021 10:26 amCan you explain what you mean by this? What issues are there with the North and the UD? Why do these issues disproportionately affect Evil characters? How can these areas be improved to make the playerbase happier?AgentOrange wrote: ↑Fri Aug 27, 2021 10:18 am I think that's more of a problem with the North and UD having been largely neglected. ... The North is currently an afterthought, only where large wars spill over to. Change that, and the player base will be happier.
I suppose I'm an odd one out, for I genuinely enjoyed when DA was active and people gathered in the Jest talking about old stories, sharing native cuisine and just being there.Rhifox wrote: ↑Fri Aug 27, 2021 10:41 amNo. But a story makes those experiences and sensations greater. Everyday domestic affairs is a very boring experience compared to challenging and trying circumstances - and failure - that tugs at the character's emotions. I want to face challenges and threats to my character because that is vastly more fun to react to. I want my leg shaking, my blood boiling, I want to be getting up out of my chair and pacing around my room because the things going on in the RP are just that engrossing.
Calm, peaceful moments are good for unwinding after the big, serious emotions, but it's a pretty dull experience if that's all I get.
With all due respect, you seem to be making a variety of assumptions about the DM team that are ill-informed. We do in fact run plots in the North, and for non-good groups on a regular basis. We respond to pretty much every player request that we get, as a matter of fact, and we do our best to fulfill each and every one to an extent that's possible.AgentOrange wrote: ↑Fri Aug 27, 2021 10:44 am I mean that the North is largely neglected by DMs. That's where Soubar, Darkhold, etc. is (hubs for openly evil characters who feel more at home there, because they have a hard time fitting in around the city.) The exception is when a plot gets big enough that we might have bridge attack events, such as the devil and Orcus plots. That's still just an extension of Team Good's plot, though.
How can these areas be improved? By the DMs not giving all the attention to the same old Team Good or city-centric groups, and shifting some of the focus to the North and UD to give Team Evil players their own stuff to get involved in.
Not all the focus, granted. The last thing I want is for any group to feel left out, but there ought to be an even split.
There's a reason Soubar was empty for a while, and it's just a collection of mostly defunct factions in a trenchcoat. I haven't been on in a couple weeks to see if that miraculously changed.
Or I can keep awkwardly barging into Team Good plots because I'm gonna go where I think there's story. Sorry not sorry.![]()