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Posted: Thu Nov 30, 2006 6:30 am
by maxwolfie
That sounds logical, we'll all jump on and have a dig, and see how it pans out.

Cheers

Posted: Thu Nov 30, 2006 6:43 am
by Hillslayer
ChikenKannon wrote:Mmmh. About that robin hood idea, you may want to wait until there is alittle more... road... to ambush people on. As well as some place that you can survive without being killed whenever you enter Cear.
Yeah, that is the current problem. Hence why I've not yet started and mentioned assistance. Anyways, we are only 'the good guys' for a given value of 'good'.... As you mentioned in a later post "greedy evil"... but overall viewed (by themselves at least) as the lesser evil compared to the current option.

Anyways, back to topic, it's good we'll have some kind of evil or at least highly self centered guild about. Here's to hoping you lot pull it off well.

Posted: Thu Nov 30, 2006 7:44 am
by maxwolfie
Hillslayer wrote:
ChikenKannon wrote:Mmmh. About that robin hood idea, you may want to wait until there is alittle more... road... to ambush people on. As well as some place that you can survive without being killed whenever you enter Cear.
Yeah, that is the current problem. Hence why I've not yet started and mentioned assistance. Anyways, we are only 'the good guys' for a given value of 'good'.... As you mentioned in a later post "greedy evil"... but overall viewed (by themselves at least) as the lesser evil compared to the current option.

Anyways, back to topic, it's good we'll have some kind of evil or at least highly self centered guild about. Here's to hoping you lot pull it off well.[/quote

For sure, for now I might just see you in game.

Posted: Thu Nov 30, 2006 2:13 pm
by Jehannum
The most successful villains in dasarian history have had a lot of respect for other players. The best villains give something in entertainment to the people. It is more difficult to play a villain than a good guy, as you have a responsibility to the people in my opinion.

Posted: Thu Nov 30, 2006 6:56 pm
by muletang
From what I saw of Das1 factions, it wasn't a case of bringing people in with a set notion of what you wanted to do without an idea of the world in which it was being set.... by that I mean a hefty grasp of the background and the current tilt of the world.
You also need to see what other ideas are out there floating about, people from different areas may have similar ideas and be RP building a faction out of the dirt, slowly garnering members and support. Evidence of this can usually be found in the 'Meanwhile' and 'Tales and stories' threads. The possibility is that an idea you (plural) have might already be in progress. Is there a need for that particular faction etc, rather than just heading in with a 'this is what we do' kind of idea. You never know, there may already be one out there you can join.

This ain't a dig or anything, so please excuse the lack of tone available, its just a pointer that most factions have rp'd their way up, built a solid base and grounding, a reputation for whatever their slant is and the hate/love of those they touch.

Posted: Thu Nov 30, 2006 8:58 pm
by Grayle
I (or rather, one of my characters) founded one of the factions in the first age of Dasaria. I was a relatively new player to the server, and yet through IC circumstances, several characters were able to bring together a role-played group that ended up being fairly influential. Although our characters knew each other somewhat, most of the players involved knew little of each other. I consider the whole experience a resounding success, despite the stress involved with organization, coordination, timezones, and politics.

I think, however, the basis for this faction's success was the fact that every player involved had garnered much experience as individual players within the campaign first. We knew the rules, the tone of the campaign, and we all respected Dasaria's integrity. Our characters were already somewhat developed, and had lives of thier own.

Those players, and the originators of Dasaria's other factions, earned the respect that many of them still carry into this next age.

Image

Posted: Thu Nov 30, 2006 11:25 pm
by maxwolfie
Regarding RP'ing.. I myself have never really been into role playing at all. Having that said, I am always courteous, but without the thee's and hail's.

I would suspect that alot of my guild would feel the same way.

Would there be any problem with this?

Posted: Thu Nov 30, 2006 11:37 pm
by lockethrowsknives
This is a PW Story module. The campaign is highly story driven and by my observation (hope?) is that this is a heavily role-play focused community.

Providing for role playing seems to be the primary reason this community even exists. If you wish to avoid roleplaying as best you can, well, I'm not sure you'd enjoy it here... maybe I'm wrong.

Posted: Thu Nov 30, 2006 11:43 pm
by Octavius
Michaelus wrote:This is a PW Story module. The campaign is highly story driven and by my observation (hope?) is that this is a heavily role-play focused community.

Providing for role playing seems to be the primary reason this community even exists. If you wish to avoid roleplaying as best you can, well, I'm not sure you'd enjoy it here... maybe I'm wrong.
Couldn't have said it better myself.

Posted: Thu Nov 30, 2006 11:44 pm
by muletang
I think that is the gist, there is pvp, but its not the be all and end all of the world - the factions derive of and add to the story and the development of the world.
and you don't gotta us no thees'n'thous, heh :D

Posted: Thu Nov 30, 2006 11:45 pm
by Starkwold
Not a DM, but in my playing experience factions that role-played their goals, mandates and reasons for existing had the best campaign support (DM support).

That is not to say a companionship of players can't form a conglomerate or "guild", but if you want outside support from the DMs, or wish to have some kind of effect on the server community, you need to have a story or RP reason behind it.

The Redboots, for example, were commissioned military officers who enforced the laws passed down by the Council of Lords. They also were a decorated military unit that fought Varana.

The Kingseekers, founded by Holly of Corda, had a mandate to restore the rightful King or Queen of Dasaria to the throne.

Like Michaelus said, this is a PW Story campaign. If you intend on influencing the direction of the world on a large scale (faction/guild), there should be a RP justification behind it. PVP Zones have existed in Dasaria in the past, but there has always been roleplay involved, and a reason for that zone to exist.

Posted: Fri Dec 01, 2006 12:25 am
by maxwolfie
Yeah, for sure.. See, I could have a crack at trying to integrate a story into your existing one, it's just that actually in game, we probably wont be *too* RP'ish

Posted: Fri Dec 01, 2006 12:29 am
by Anen
maxwolfie wrote:Yeah, for sure.. See, I could have a crack at trying to integrate a story into your existing one, it's just that actually in game, we probably wont be *too* RP'ish
Speaking personally, that seems to defeat the purpose of drafting up an integrated story in the first place.

Posted: Fri Dec 01, 2006 12:34 am
by muletang
see to be not 'too' RPish, you would need an area where you can be, an area just for yourselves where you can be unRP happily, because at the moment the whole area where you'll interact is an RP slanted area, albeit not exclusive. But the majority of people you bump into will try and portray their character at you. If they get an OOC response to this they'll probably say 'ello' and welcome you to the server and then move on because they won't be immersed in a character anymore, they'll be having an online chat surrounded by pretty graphics.
The lvling is also slowon the server, 2 weeks and lvl 6 kinda slow, unless you spend a lot of time repeating the same thing or looking for bugs.
Also, if the faction isn't rp'd into the world, you'll find the characters that do RP won't find an RP reason to interact, which could be bothersome to those looking for a fight with people unwilling to just appear and fight.
It would also demand the attention of the entrie server to organise in an event where everyone attacks you, or defends against you, which admittedly can be fun, but not all the time - so what would you do in the periods when you aren't attacking.

This is just an idea on it, a view of possibilites, I'm not advocating one way or another, just sitting on my fence and outlining what you might face.

Posted: Fri Dec 01, 2006 12:39 am
by lockethrowsknives
I guess the main thing to consider is that while it is easy for a group of players who aren't interested in being 'too rpish' to ignore all the roleplayers and not be affected by their annoying chatter, it is much more disruptive to the roleplay types to have a large number of non-roleplayers running around the server ignoring all of their attempts at engagement.

As it is, we have a quite a number of people who just run around the module, weapons blazing at all times, ignoring the efforts of any person to try to talk to them in character. It's really sort of a buzz kill, if you ask me. Of course, I don't necessarily have any feelings of ill will towards these people, as I figure they'll eventually find that this server isn't exactly what they're looking for and move along, and their numbers will reduce, but hey, what do I know?

If you lot are willing to put in some effort into positively contributing to the campaign and the community, I doubt there'll be much of a problem.