I am working up a few new ideas for overarching RP themes why circles will not like each other, outside of the am/magic/demon theme we have now.
I have a few ideas that I would like to slowly start introducing to the game, but I am wondering what may semi be brewing out there. Maybe some new ideas that players may have. Basically I am looking for RP things here, and less actual coded mechanics. I like the idea of having complicated political situations.
Right now each circle should dislike each circle. But what if we added in something that had a similar goal for both demonic and AM? So at times maybe political groups want to work together on something? Or maybe we add in another reason completely outside of circles for factions to hate each other more?
I have no problem with people who do not like each other needing to work together on thing, as has happened in this event. However, I would really not want that to become the norm. Or maybe that is a bad idea.
Kind of a vague post, but do you have any thoughts?
Comments
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
Say the Frostbringers want to perform some kind of spirit ritual, but they're missing a key ingredient/item/bit of knowledge that only the Limorasi have. They try and talk to the Limorasi, and they refuse to give it up. There's an actual reason to fight.
I think it's for the best if you CAN see alliances outside of circle lines. It makes for a more dynamic and interesting setting, and it allows each city to pursue their own goal, rather than be stuck in lock-step with their bigger/more combative ally.
Also my guess is there will be more Gods, since Jeremy slipped in the Ustream and said something along the lines of "We have exciting plans coming up with Orders after the event!" Meaning...there will be more Gods. Unless we have orders to lost/dead gods?
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I also don't like the top down approach of banning things that the game has always had. Antioch and Ithaqua must forbid all magick and demonic flavored desserts lest they perish, whereas Kinsarmar must only ban the demonic pastries and team Stavenn eats from the entire basket at their leisure. Each side should have some degree of poison to it that sets them apart from the others, but not so strong that you couldn't sit down for a snack occasionally and have a good time.
One major problem I have with the circles is the classes. Specifically, class changes.
In Achaea, a Sorcerer who was driven out of their city for RP, politics, whatever... they could go anywhere and still be a Mage. A Serpent could get driven from the Dawnstriders and go be a Naga. Ending up leaving an org wasn't a basically mandatory class change. Runewarden? Be a runewarden ANYWHERE. Aside from Occies/Necros and maybe Devotioners, you could take any class anywhere with no repercussions.
This isn't true in Imperian. Changing sides is SO EXPENSIVE. Unless you're a knight, you're looking at ~450cr in lessons, minimum, to pick up a new profession. This makes politics and inter-circle actions so much more passive than they could be, imo, because you lose so much more. If I could be driven from Kinsarmar without ending up a skill and a half in the hole when I went somewhere else, I'd be a bit more willing to step outside the RP box and experiment a little.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I get that people are concerned about undead runed wardancers and stuff, but we've gone to such an extreme that for 90% of the population, its simply out of the question to even be allowed to hang out somewhere with a class of the wrong circle. A lot of this is the fault of the players, but if the main concern on the administration's end is putting a damper on cross-circle def stacking, maybe just making the classes incompatible with other buffs is the way to go? Make runes lose their magick when an AM class skill is used by the wearer, same for Blessings when magick/demon skills are used, and maybe Undeath would just create a mindless zombie if the player doesn't have a demonic class?
This was a major, major concern for me as well. I went with it, but I was incredibly nervous about it. A random pet wandered into the room when I was talking with Visyra once, and my immediate thoughts were "Oh god, if that has listen up, I might have just thrown away 450 credits". The owner wasn't even online, thankfully, but it was still the first thing I thought of.
It was the single most fun RP experience I've had in years, and I almost didn't take it because credits.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
The games ultimately gravitate toward two sides ANYWAYS - we should introduce a fourth circle or delete a circle.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I'm not sure how well that would work here considering that the professions don't directly conform to a limited number of archetypes, but a number of them do bear enough similarity-of-concept that their skills could be grouped into pools. E.g. Druid, outrider, ranger/amazon, hunter, defiler. Mage, priest, wytch, bard (maybe?), summoner, diabolist. You get the idea. It could get complicated pretty quickly, but even a simplified version might at least make switches a little less painful.
-----------------------Lawful -------------------Chaotic-----------
Good --------------Antioch------------------Ithaqua------------ (Demons and users of demons are bad, they must be stopped at any cost)
Neutral ------------Kinsarmar------------Celidon-------------- (Survival and proliferation/ ensure balance of magickal/ non magickal energies)
Evil -----------------Stavenn --------------Khandava----------- (Conquer the world, by hook or by crook)
not sure if this is a scheme which is applicable going forward.
With the subversion of Khandava I believe the above scheme is possible
I still stand by the requirement to create a fourth circle or destroy one circle and distribute its classes to both sides with some refluffing. I see no reason to continue going on with three sides, when in the end what happens is that one circle can't make a bold move because then the other two forsake all roleplay to keep the aforementioned bold circle in check. It isn't fun, it isn't fair, and it most definitely is counter-intuitive to conflict. What ends up happening is everybody sits on their hands waiting to be the 2 side, not the 1 side.
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
I love the three circle system. The power balance in Imperian, over the years I've played, hasn't notably favored one faction more than others. Sure, there's always one on top, but it rotates with a fair amount of regularity, and the way they're split up ensures that any truce is always an uneasy one at the best.
I'll admit, I would like to see a little more interaction between the circles, but one thing that this event really drove home to me was just how glad I am that the circles exist. Worst thing to ever happen in Imperian my ****. Going up against stuff like "Monk with Noctu support" with regularity was completely and utterly miserable and I do not miss it AT ALL.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
It is just convoluted to have three sides and I have always thought we could eliminate any circle - the division between magick and demonic is mostly the extent to which they will seek power and what sacrifices they will make. There is nothing else dividing them.. really, one is just less picky about the tools they use to get the job done. They don't really have much of a point of contention besides 'demons are icky'. I would prefer to see demonic or magick stamped out, and the game become either magick vs. anti-magick or demons vs. anti-demons. I feel like it just works better in other games and I've never felt it was stale. I am not picky about which route you'd take in this hypothetical situation, despite belonging to one side. I would gladly sacrifice my roleplay, my city, my character's previous achievements and origin of reputation/history, plus much more - if that meant seeing the game reduced to two circles, two sides, two ideologies that are interpreted differently by the two organizations within those circles. I just feel like at any one time, one circle is utterly irrelevant - we don't have the combative population to support the continued growth of all three circles, nor the creative population. One circle is always getting absolutely shafted/excluded from things because they are a virtual non-entity in the military category.