PC's affecting politics

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PC's affecting politics

Post  eve_of_disaster on Thu Nov 18, 2010 11:11 am

I was talking a bit with Ymim who plays alot on Arelith and I've tried that server too. While it didn't blow me away for various reasons (I still haven't given up on it completely tho) I think it has one thing that makes the whole server and that is the way PC's/players can create politics and plots by roleplaying. On Argentum Regio the politics and the metaplot is locked in place and can't really be affected much. The guilds are a good idea and a step on the way towards this but as long as PC's can't become the lords and ladies of Dohral, become captains of the guard, lord/lady of Dohral, principal at the college and so on we're still quite far from achieving this. There were some attempts with Hashard as the ruler of Humfoo so I know there are plans for such. But we need more rules, scripts and effort put into making this happen. I don't know exactly what can be done to create an environment that just whisks up players into the political game but I have a suggestion at least (Maybe someone else can come up with more ideas).

I was hoping that we as players could get a list made by the dm's on what we can do with dm-assistance to try and affect this power-balance in the city. We'd have to ask for dm assistance and summarize our idea - and since the government officials are all in the game already the dm just needs to possess the right npc's when we try to go through with our plots. There should be some boon from succeeding and perhaps claiming a seat of power; like you get a token which makes guards of the city join you when you talk to them, or come to your assistance. Perhaps you could summon them, be able to show some papers to get in through locked doors about the city. Gain access to the official estate of the post you inherit. Things like that.

In the long run this will encourage player-created plots and eventually such plots can affect the overall metaplot. I do believe this is what makes a great server that will make players stay for more even as they have explored most of all the lands.
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Re: PC's affecting politics

Post  Your_mom_is_mine on Thu Nov 18, 2010 11:22 am

Couldn't agree more. Right now, AR reminds me of Arelith in its earliest days. At best, what we have right now is casual RP. We try our best with plots\events, but it sadly can only go so far. I believe letting us have a go at such would trully empower AR. Because we wouldn't be just RPing adventurers. Our chars could have a chance at being the very heart and soul of AR when it concerns RPing. For example, running a city can be an endless task, given the pottential of it. Endless possibilities of RP in such an enviroment. I say guilds aren't quite enough, but they sufice for the moment. I know ODA was testing some sort of army script some months ago. Well, combine this "Grant players some degree in settlement ruling" idea with yours and voila, you got your reason to actualy put that army script in motion. Ofc, these aren't just me and Eves two cents. I believe many more players that dedicate some decent enough time here, would agree that some of our chars lack something. Maybe for some of them, this is it.

Thanks for your time,

Y.m.i.m.

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Re: PC's affecting politics

Post  Khaos1987 on Thu Nov 18, 2010 11:24 am

Actually, this system is already in place, sort of. Myles and Kross had a plot going on where they were going to attempt to fool the Lord of Dohral into thinking they saved the city, and become landowning nobles. It sputtered out with the DM having to ask Oda and Ada going missing for a bit, but it had the potential to shift politics and open new RP options of Myles and Krossy.

So yes, that kind of stuff is possible, you just have to be proactive. If you want to be the captain of the guard, request a plot where your character becomes a guard. Then act that way for a while, and then a DM with appropriate measures, will then award you the position. After that, you should expect DM plots to center around your new responsibilities.
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Re: PC's affecting politics

Post  Your_mom_is_mine on Thu Nov 18, 2010 11:42 am

Zaiah and Sinistra's plots have been so not taken into account along the months, they likely gave up. But, I suppose you may have a point.
Perhaps we never took into account certain aspects. Thanks for bringing up your oppinion by the way.

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Re: PC's affecting politics

Post  GM_ODA on Thu Nov 18, 2010 11:53 am

Some of you may have noticed the DATE resets to the start date on server reset. That is a clue.

First off, this is a beta test server. It is not online to allow PLAYERS to derail the intended starting story of the server when beta is done, it is here to BETA TEST.

I am as busy as I care to be at this time, working to revise scripts, eliminate bugs, polish areas, publish PLAYER and DM docs, admin the web site, and trying to find time to wipe my arse once in a while. The builder has NO INTENTION OF BEING FORCED TO REWRITE THE WHOLE CAMPAIGN FIFTY TIMES BEFORE BETA TEST IS DONE. Hence there are certain features that are set in stone at least until such time as the beta test is done. These include the ruling houses.

If not being able to take over a kingdom with the PC you built just last month is spoiling your RP, then this place will spoil it for sure. I advise looking elsewhere. There is absolutely NO chance of a change in this position. Understand WHY, and deal with it, or by all means, play somewhere else because I'm done discussing this issue with people who think that realizing plans for world domination is essential to rp.

I have MORE servers to setup in this series and they will have ample space for PCs to take over, those areas do not fit here and I don't have time to cater to that sort of time-sucking chaos at this moment. I have a beta test to complete first. If you'd like to help with the beta test, please do step up. Money is nice, but we'll take any honest help.

Be well. Game on.
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Re: PC's affecting politics

Post  eve_of_disaster on Thu Nov 18, 2010 12:26 pm

I'm going to assume you are having an unusually bad day and do my best not to feel insulted.

Edit: Still.. Some official post that doesn't involve ruling the world or even dohral could be nice. Just being a guard captain or the leader of a paladin order that hunts vampires (we all know that is needed).

Maybe a guard captain could get guard henchmen and open certain doors that are locked, toss people in jail, things like that?
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Re: PC's affecting politics

Post  GM_ODA on Thu Nov 18, 2010 2:28 pm

ATM, and for some time, you have been free to found guilds or aspire to join one of the guilds in the city such as the Highguard, Shak Tolun, etc.. This has not changed.

What is not available and will not be available are ruling positions in the main module. This is the module new players will enter. I already hear some complain that they "do not want to join a server with a bunch of level 40 players logged on" - imagine how disenfranchised they'd feel if the city were run by a PLAYER too? Imagine the chaos that would result if RL conspire to take that PLAYER away from us for a while (like life often does). This is not a ruling against any individual, it is a rule in favor of maintaining a server that new people can join and enjoy (because some of the higher levels will naturally wander off to the more advanced modules as we release them), and because we won't be dealing with cities that only run well when a particular PLAYER is logged in to manage things.

I've gone as far as adding PLAYER BUILT AREAS for PC lairs and similar uses, but I cannot agree to let the city of Dohral be run by a PLAYER (for reasons above). Further, the dwarves of the Eastern Citadel are ruled by an NPC and will remain that way (for reasons above). At one time we toyed with the idea of letting Bob Matting take over Humfoo, but even he is not very regular here, having lost his computer on several occasions, been lured off to persue other goals, etc.. I am 100% convinced that letting PLAYERS rule portions of the main module is a sure formula for my inheriting more work and having the module disappoint more new PLAYERS unduely (like when the city does not operate for lack of the PC to make important choices, leaving DMs looking powerless or stupid).

This module, the main module is simply not built for PC conquest. Those bent on such things will have to be patient until beta test is completed and the new (adjacent lands) modules open. As big as this module is, it is just NOT big enough to be all things to all PLAYERS. Someone has to draw the line and that someone is me. The line is drawn.

Be well. Game on.
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Re: PC's affecting politics

Post  GM_ODA on Tue Jan 27, 2015 4:35 pm

Friends,
OK, we are approaching the end of Beta Test - and once we have done so, it will be time to open one or more of the 'sister modules' - these are, like the main module, large swathes of mostly contiguous terrain, with each of the 'sister modules' comprised of about 400-800 surface Areas and some unnumbered subterranean Areas associated with the surface locations. Lands west, north and east of Dohral including terrain from mountainous extremes to jungles, to steppes and more. Additional far-flung regions comprise at least one other 'sister module' with features such as the city of Hadabartha, the Cholla's Tower (Guild Headquarters), the Elven Court and more. All told, the game world _could_ span as many as 100,000 Areas, of this, about 4-5K are done (in draft or better form).

MANY of these Areas located far afield from the city of Dohral itself are going to be available to PC 'take-over' via Guild and personal actions... so now it is time to again pay attention to this thread and discuss - in those far-flung locations, what would you like to have your PC be able to do? We don't want to overly minimize the contribution of the individual to any endeavor but we do what to emphasize that the King is only King if there is a kingdom, and a kingdom does not run itself; so Guilds, include famial dynasties, support PCs and NPCs if you will, are the core of such things. Ultimately we'll want the members of the Guild to be able to DO things that will benefit the Guild (beyond just donating personal wealth or items, tho that is most welcome too).

HELP US FILL IN THE BLANKS around these basic notions. What features do YOU feel would enhance the game play here given the Guild-conquerable nature of the planned expansions.


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