Re: The conflict of two styles of RP - the Story and the Exp
Posted: Tue Jan 30, 2018 3:45 am
Elfs live for something like 1000 years I heard.
Neverwinter Nights 2 Persistent World BGTSCC Discussion Forum
https://bgtscc.net/
While it adds some difficulty to properly portraying an elf (because a human has lifespan of a house cat compared to an elf), it doesn't really matter.Young Werther wrote:Elfs live for something like 1000 years I heard.
NegInfinity wrote:While it adds some difficulty to properly portraying an elf (because a human has lifespan of a house cat compared to an elf), it doesn't really matter.Young Werther wrote:Elfs live for something like 1000 years I heard.
See, if by "remaining alive" you could "have fun forever", then nobody would ever make a second character or abandon their first one.
Instead this is not the case, and people who stick to the same character for years appear to be a minority. Even Hoihe is no longer playing Hoihe Dacino or his relatives, although it is possible that those were wiped out by events I'm not aware of.
Long timers, in my experience, tend to be holed up in their office in some guild, and rarely seen outside interacting with others. They ocasionally pop up for events and guild meetings, but bumping into one on the road is pretty much a miracle. No offense intended, of course.
Now, is sitting in office all day as fun as exploring the first ever cave for the first ever time with your first ever character you made on bgtscc? I don't think so. But then again, people have difference tastes, so perhaps someone can maintain constant sense of wonder playing the same concept for 7 years. I don't know.
Your posts rely entirely on the idea that I want to tell a story or to explore a concept. I want to do neither. I want to exist within the setting. As long as there is a setting to interact with and my gateway allows for the right perspective; it will remain satisfying indefinitely.NegInfinity wrote:Nah.Hoihe wrote: You move away from home. Did you life lose its relevance?
Same applies for characters. You lose people to interact with? You seek new people. You keep on living as your character. Because for you, losing yourself to your character for duration of play is the essential point you derive satisfaction from.
It goes like this: Imagine that you had a childhood friend you knew since kindergarden, and on your 60th birday he or she died. Do you go ahead and find a new kindergarten buddy? No. That ship's sailed. You can't enter the same river twice.
-------That doesn't make sense at all. You're too focused on ability to interact with the world.Hoihe wrote: Here's a simple thought process.
1. Playing a live character gives you an infinite amount of options to interact with the world as.
2. There is an infinite amount of options to interact with a live character.
3. There is exactly 1 option by which you can interact with the world as an indefinitely dead character. Be Resurrected.
4. There is exactly 1 option by which you can interact with an indefinitely dead character. Resurrect them.
5. There is exactly 0 ways to interact with the world as a permanently dead character.
5. There is exactly 0 ways to interact with a permanently dead character.
Life has no meaning, and ability to interact with world like is not important.
A character has an ultimate goal, once that goal is achieved, continuing to live is not important, because nothing they will ever do will be as satisfying as reaching the goal was.
At this point the character should retire or die.
There aren't infinite options to interact with the world for the same reason that you can't read a book forever without ever seeing an ending. Ultimately the amount of events will be so big that the book will lose form and will stop making sense and character will become overwhelmed with them.
That's why a journey should have an ending. It is a stop point where you stop. Look back, and say "wow". And then rather than trying to add more and more to the painting made by your character's story, you walk away and start another anew.
Standing by FAI lamp for seven years count as existing. You can also interact with the lamp post by bumping into it. Do you enjoy this kind of interaction? How about aimlessly wandering?Hoihe wrote: Your posts rely entirely on the idea that I want to tell a story or to explore a concept. I want to do neither. I want to exist within the setting. As long as there is a setting to interact with and my gateway allows for the right perspective; it will remain satisfying indefinitely.
I do not understand why you're trying to argue against a decision that hasn't been made by anyone.Hoihe wrote: Literally all I find standing for permanent death is to give deeds an "OOC Value" or to "Make the story have a greater kick", and most frequently "to give consequence to stupidity."
I believe you're needlessly overcomplicating things. I'm not sure why.Hoihe wrote: Regarding "tired concepts", a pre-fabricated character has a very short shelf-life. A character that has a active pursuit of achieving the traits that make them enjoyable will feel two-dimensional in their singlemindedness and also have a definite end point again: obtaining that enjoyable aspect. A passively vulnerable character will have an infinite shelf-life and merely playing as them will keep on giving once the first enjoyable trait is acquired.
One an combine these to reduce investment. E.g.: Make the pursuit of a single isolated trait the active element, pre-fabricated a vulnerability that's visible for the discerning eye and create a wide net for other enjoyable traits to be acquired as time passes.
NegInfinity wrote:Standing by FAI lamp for seven years count as existing. You can also interact with the lamp post by bumping into it. Do you enjoy this kind of interaction? How about aimlessly wandering?Hoihe wrote: Your posts rely entirely on the idea that I want to tell a story or to explore a concept. I want to do neither. I want to exist within the setting. As long as there is a setting to interact with and my gateway allows for the right perspective; it will remain satisfying indefinitely.
I do not understand why you're trying to argue against a decision that hasn't been made by anyone.Hoihe wrote: Literally all I find standing for permanent death is to give deeds an "OOC Value" or to "Make the story have a greater kick", and most frequently "to give consequence to stupidity."
Neither Devs nor DMs are trying to enforce permadeath.
Likewise, there's no real conflict going on.
So, why are you trying to condemn permadeath if it is not implemented on the server?
I believe you're needlessly overcomplicating things. I'm not sure why.Hoihe wrote: Regarding "tired concepts", a pre-fabricated character has a very short shelf-life. A character that has a active pursuit of achieving the traits that make them enjoyable will feel two-dimensional in their singlemindedness and also have a definite end point again: obtaining that enjoyable aspect. A passively vulnerable character will have an infinite shelf-life and merely playing as them will keep on giving once the first enjoyable trait is acquired.
One an combine these to reduce investment. E.g.: Make the pursuit of a single isolated trait the active element, pre-fabricated a vulnerability that's visible for the discerning eye and create a wide net for other enjoyable traits to be acquired as time passes.
There's no need to attempt building a philosophical system here.
How about discussing the theoretical limits of magic in a library? Just hanging around in EDE talking about elfstuff? How about simply hitting a tavern after a long journey?Standing by FAI lamp for seven years count as existing. You can also interact with the lamp post by bumping into it. Do you enjoy this kind of interaction? How about aimlessly wandering?
I'll be blunt.Hoihe wrote: I will do my damnedest not to have the same happen to BGTSCC. As such, active campaign vs the very idea of permadeath must be done.
The relevance is that Artemis tries to kill Belt. If he is captured, he will be hanged and probably buried in an unmarked grave or perhaps even the body destroyed (this is a world where everyone knows death isn't final, after all). Should the player be allowed to attempt this heinous act against a Grand Duke of Baldur's Gate and then continue playing the character? I believe the current rules are lenient in that DM's issue strikes and 3 strikes result in permanent death. It allows you to attempt such grandiose acts at least a couple times and continue playing your character if you so wish. However, if Artemis is continually attempting such evils against the highest members of nobility (and failing/getting caught) it would stretch the imagination of everyone on the server. The player of Artemis is no more important than all of the players that populate our server and should not threaten their immersion by living forever while constantly being captured, sentenced and executed.Hoihe wrote: I don't see how this is relevant?
Can you play Artemis?
Yes. Is it harder because you have a poor reputation? Yes. But can you INTERACT with the world, although with a different set of conditions as was previously? YES.
If Artemis is dead, then there is nothing more to be gained from it either as his foe, as his ally or as his player. It's as if Artemis never existed.
So Artemis alive - gives opportunity for numerous interactions and reactions. Artemis dead - might as well never have existed.
The "might as well never have existed" has a flipside. Given enough time, people forget why they hate you in the first place unless someone makes it their life goal to ruin Artemis's life and doesn't tire out.
Barring someone trying to ruin Artemis's life, save for if he decides to disguise and assume a new persona, within a year everyone will have forgot why they hated Artemis. If Artemis gets a benefactor, that year can be shortened even.
Regarding "If artemis is dead", my hatred for permanent death extends to all PCs. More often than not, when someone retires their PC or kills it off, I often find their new characters less relatable and fun to interact with.
I once even had someone consider their old character "boring", while considering the new one "good quality." From my perspective, the old character was more life-like, relatable and interactable. The new one felt like a character that's fit for a book and not a living breathing person. This conflict of views was born from them trying to play a character that fits "Story" more than "Character", and is a proof that the two styles are in conflict.
TRUE RESURRECTION does not exist.Incarnate wrote: as TRUE RESSURECTION can bring anyone back to life,
https://www.bgtscc.net/viewtopic.php?f=7&t=45816Between players: Spells that do not exist in the game do not exist. Cantrips that do not affect another player are fine, but all other spells do not exist. (this is part of play what is on your sheet)
True Ressurection does exist in the lore, and as such it exist, but it requires DM approval.aaron22 wrote:true rez doesnt exist. we have something better.. its called the fugue. and it doesnt take any spell slots.
grymhild wrote:True Resurrection does exist with DM approval.
you'd be right except that is the exact way to go from dead to not dead without a spell. and is where you stand while waiting for a spell that can bring back. without the fugue... you would be dead forever if you died. test it... remove the fugue. just remove it. good luck getting back into the game. but yea.. other than that nothing to do with it.Incarnate wrote:Furthermore, the fugue as ZERO to do with the concept of permadeath.
aaron22 wrote:you'd be right except that is the exact way to go from dead to not dead without a spell. and is where you stand while waiting for a spell that can bring back. without the fugue... you would be dead forever if you died. test it... remove the fugue. just remove it. good luck getting back into the game. but yea.. other than that nothing to do with it.Incarnate wrote:Furthermore, the fugue as ZERO to do with the concept of permadeath.
chad878262 wrote:The relevance is that Artemis tries to kill Belt. If he is captured, he will be hanged and probably buried in an unmarked grave or perhaps even the body destroyed (this is a world where everyone knows death isn't final, after all). Should the player be allowed to attempt this heinous act against a Grand Duke of Baldur's Gate and then continue playing the character? I believe the current rules are lenient in that DM's issue strikes and 3 strikes result in permanent death. It allows you to attempt such grandiose acts at least a couple times and continue playing your character if you so wish. However, if Artemis is continually attempting such evils against the highest members of nobility (and failing/getting caught) it would stretch the imagination of everyone on the server. The player of Artemis is no more important than all of the players that populate our server and should not threaten their immersion by living forever while constantly being captured, sentenced and executed.Hoihe wrote: I don't see how this is relevant?
Can you play Artemis?
Yes. Is it harder because you have a poor reputation? Yes. But can you INTERACT with the world, although with a different set of conditions as was previously? YES.
If Artemis is dead, then there is nothing more to be gained from it either as his foe, as his ally or as his player. It's as if Artemis never existed.
So Artemis alive - gives opportunity for numerous interactions and reactions. Artemis dead - might as well never have existed.
The "might as well never have existed" has a flipside. Given enough time, people forget why they hate you in the first place unless someone makes it their life goal to ruin Artemis's life and doesn't tire out.
Barring someone trying to ruin Artemis's life, save for if he decides to disguise and assume a new persona, within a year everyone will have forgot why they hated Artemis. If Artemis gets a benefactor, that year can be shortened even.
Regarding "If artemis is dead", my hatred for permanent death extends to all PCs. More often than not, when someone retires their PC or kills it off, I often find their new characters less relatable and fun to interact with.
I once even had someone consider their old character "boring", while considering the new one "good quality." From my perspective, the old character was more life-like, relatable and interactable. The new one felt like a character that's fit for a book and not a living breathing person. This conflict of views was born from them trying to play a character that fits "Story" more than "Character", and is a proof that the two styles are in conflict.
My point is that there are consequences, up to and including death for actions you take. In my tabletop sessions, whether I am DM'ing or someone else is we would all scoff at the idea of not killing off a character if that's the way the dice fell and there was no way to raise them. I wouldn't argue for that in a multi-player server like this, but having some constraints where if you decide to do something dangerous with your character and fail then he could be killed is an important part of having consequence.
Now, if Artemis is a part of a guild of Assassins and they want to attempt to break him out before being executed the DMs should allow that to happen and perhaps if the RP is solid and well planned out should give them a strong opportunity for success. However, if Artemis acted alone and has built no IC relationships of allies that would risk themselves in such a venture then that is also something that has consequence.
The relevance is that your argument seems to be that players should be allowed to do whatever they want and should be solely responsible for any outcomes of their actions. What my point in this example shows is that the player is responsible only for their characters actions, they are not in control (and should not be in control) of every outcome. In PvP, sure there should be some mutual consideration between players to not have an outcome that either party is going to be sour over. In DM events, if you are doing something risky, you should accept whatever consequence comes of that risk, however the dice rolls fall. That's D&D.