kkrazlite wrote:Secondly i would personally love being a DM for BG. As i said before i worked with Blood Lust everyday in Developing monsters, plots, and coding for the server and we made an excellent team. (As you can see in the NWN2 version of the army preview picture.)
But I believe my chances of becoming one are slim to non. Iv'e had a lot of problems in terms with the DM's and their ruling with events and Server Rules in the past. I believe they see me more as a trouble maker then an actual player on the server. But that's my own fault for disagreeing with them and causing more trouble then its worth when i shouldn't have in the past.
I totally agree with you kkrazlite, as a passionate DM in another game (over 10 years) story and RP are always top on my vital list, I have applied to be a DM for the sole reason of trying to breathe some life into the server and make it feel more alive instead of just spawning monsters in your face - if I do manage to pull it off (I hope) I am totally down with teaming up with you (although we must keep is a secret from players), maybe we can pool our ideas together and come up with some great storylines and RP.
DM Galatea wrote:To be blunt with you it is a time and energy thing. Every choice i offer a group implies 50 more. If you want the Pnp experience you crave then it actually reduces my workload since i no longer have to mind if the players actually win or lose. In fact the plot can collapse entirely and the server has consequences as a result.
As a serious question - is that kind of long duration heavily player driven consequences role play what you are after? If so, be prepared to lose. All the time.
This is just my humble opinion as an ADM and obviously represents only my own. In fact that would be my preferred style of role playing as a DM.
I am still a DM in that game, although we call them STs (storytellers) I am a very 'fair' DM/ST (I host every Friday) and typically my players can not die, unless they do something very, very stupid - you can argue that this takes out the fun of the games, but that is not always the case.
The problem is players want to feel special and important, a bad roll or a bad move - which leads to your character dying is not really the best way to handle the issue, I speak from experience. All this will do is anger, alienate or push away players - Some might want this, but it will open up a huge blackhole in the community.
But does that make the RP invalid? It all depends on the storylines, I enforce challage and loss/risk through the possible death of vital NPCs, potential kidnapping/prisoner of player, chance of loss of plot item/plot item destoryed, chance to get lost, chance to get sick/virus etc... etc... These things can make the RP just (if not better) as good without enforcing death on a player
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We all want to feel like something we are not, a hero
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I could write up some great RP storylines (server based, not guild based) on the spot, ofcause the longer I have to prepare the better storylines I can come up with; here is an example that I would set up in under half an hour:
I would target the trade roads, spawn a few female NPCs who approch players walking down, said players would learn that their hisbands left them and were acting strangely.
Players would learn that the two demon queen seduced male NPCs but are now fleeing - they find the portal but can only enter one portal to one of the male NPCs, meaning the other would be killed by the demon - players are forced to pick who to save and who to die, or to do nothing at all.
I would reward players for finding a creative soloution and saving both NPCs (hard but possible)
The players are then tasked with reporting this news to the female NPCs.
Possible risks here:
- Players can end up failing horribly and lose both male NPCs
- Having to deal with one/or two deaths, reporting it to family
- Possible risk of temporarily getting lost and having to play an alt (rare)
Death doesn't break RP, RP breaks RP - Games like The Last Of Us, Final Fantasy, Red Dead Redemption have a RELOAD button when you die, but it doesn't make the story any less engadging - it is the qauilty of RP that makes or breaks the game, not the risk of death.