It's been a while since Sects were released, and so I've got a few thoughts on the system that I'd like to share.
Despite all the differences, the problems with Sects are basically the exact same problems Orders had. Oh, Sects are an improvement, there's no question. They've solved several of the smaller problems Orders had, mostly by ensuring that there's at least going to be a modicum of player interest in the realm of the new god, but they're still plagued with most of the same problems, and those problems really only have one source, sad to say. The volunteer.
Don't get me wrong. The volunteers are generally good at what they do and a whole lot of fun to interact with. This isn't meant as an insult to their quality. The problem is just that a ton of the fun and enjoyability of sects is entirely dependent on their ability and desire to play the game. And so when Samaos is busy and doesn't play much, there's no awesome visions and there's no moving the sect loyals around in the temple and there's no, well, no involvement.
I lead the sect, and all this really means is that I have technical administration powers like induct, enemy, and ritual selection. My other powers basically consist of the ability to emote. I mean, I can build the temple, but I can't move people around in it. I've got a mob that does an awesome ritual divination thing that I want to show off, except she's not in the right room to do it and the only person who can move her is Samaos, who's not around much right now. And so I spend a lot of time sitting around wishing my entity were active.
And on the other hand, I imagine that there's times when Samaos sits around going "Man, I wish my Sect was more active, there's things I want to do and there's nobody around." As it is, this system just doesn't really feel satisfying.
I wish Entities and Sects could DO more. Hell. The most involved I've seen the entities with the world was WHEN THEY WERE QUITTING THE GODDAMNED GAME. This is a terrible, horrible tragic flaw in this system and something needs to change. For all the presumed power and capability of the entities, they're toothless. They can't do anything. They're all bark and no bite. They're boring, and that's the worst thing that can be said about them.
I don't mean to say that the volunteers or the characters themselves are boring to interact with, because they are not. Every micro-level interaction I've had with them has been enjoyable. But as a whole, as roles, in the big picture? They are boring, and roles like that should NOT be boring. One of my earliest memories of Achaea was watching Twilight fight Sartan to defend Hashan(He raised this big black forcefield thing around the city and everything!). Sure, maybe it was just god emoting or whatnot, but you know what? In Achaea, I really felt like the Gods were involved in the world. Sartan with his evil legions, Twilight's plots, Eris and her Illuminati ripoff stuff. The Gods had a presence in the game and it really contributed to the atmosphere.
Outside of the Godwar, I can count on no hands the amount of times I've witnessed something like that in Imperian. That's a goddamned shame, and it needs to change.
"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."
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The next time she showed up was to ask me to keep doing work, and in my defense, I told her I didn't see the point when she wasn't around to take advantage of what I had given her to work with so far. What ended up happening is she removed the sole founder and writer of the sect from his position (me), refused to listen to reason, and cited MY inactivity as reason for this. I had basically just had my behavior playing standby used against me to oust me. Isra did not do it kindly. She tried to blame the sect's stagnancy on me instead of on her own considerable absence - and any sect member besides Shaheen could tell you that was the truth. was told by Jeremy upon ascension that the sect became hers, but I didn't expect that it meant she could oust the guy who footed the 1mil and written work to establish her sect.
I guess my issue is that the sect system is barely a step forward for Imperian. We still depend on Gods/entities to do everything for us, and on their attitudes as people to ensure we can get things done. In addition, Jeremy made plenty of promises about the sect system and how it would have a conflict system attached. It has been a year and all we have is two dead entities and a sect defilement ritual that leads to players crawling up on crosses when it gets thrown at them.
The system isn't any better of a vehicle for RP because it depends on players being clever enough to write a concept an entity wants and the players want. This leads to one of the three parties not being happy, more often than not.
The entities need more to do to bind them to Imperian, because right now it just .. isn't working.
I'm sorry you got the raw end of the deal, @Sarrius
I wrote a ton of things to enrich the sect environment, and it pains me to know it will sit there untouched - or worse, used in ways I have no hand in - because of this situation. I wrote a fair amount of stories and designed half the temple, wrote the ascension event, and was waiting on more materials and gold and faith for more temple work. I kept myself busy waiting for her to hold up her end of the bargain and got ousted for it. It taught me a valuable lesson about the sect system and one I hope aspiring cult leaders can learn from without this kind of mess.
Edit: not to mention the tremendous trust issue there. She ousted me from my position based on lies - it would have only been a matter of time before she did it again.
I think the sect system has so much potential, but it requires a lot of communication - starting directly at the charter stage - to go anywhere. It needs refinement.
There's nothing for the sects to do to each other. There's no potential for holy war. You can duke it out as sects, but why would you? Desecration is useless and a waste of time. What are you going to fight over? And with what mechanics? I just hate how toothless sects are, in addition to their entities.
Edit: also, most entities make for fantastic volunteers and memorable characters. My experience with Hastati, Samaos, Svorai, and even Zaimael has been amazing or were amazing. Each of them are generally memorable and interesting characters - its just that they have no agency in the grand scheme of Imperian.
I can get behind the idea of a God being in total control of their Order. Gods get placed in that position by the Administration directly.
However, it's different for Cults and Sects. I don't really feel it's fair that something like this can happen to the person that created the Sect, funded it, spend most likely dozens of hours of their time coming up with an origin story and writing lore for it, along with rituals and temple design - only to have it taken away from them in a fit of pique by a Volunteer.
Negatively impacting your biggest supporter and the entire reason you have a position as Entity is not acceptable in my book.
I wasn't proposing 'oh Conquest just takes over a place', either. Most of the ideas were, 'let's have a skirmish with another order, and whoever wins could get to 'claim' the area with maybe some toothless NPC loyals, or at least a flag or something, and I got shutdown all the time. I didn't know going into the creation of sects that it was just going to be a tremendous resource grind for powers, basically. If I had known that, I would've chosen a less progressive concept, but eh. I loved Hastati, and she was great at what she did. We just had nowhere to go once we got past the prologue of our sect story and I didn't enjoy the pressure of being a sect leader because people were basically 'WHAT ARE WE DOING BATHAN?'
My answer was like 'uh, oh you know, shardfalls and ????'
(also whatever your issues with Isra, I'd like to not see this thread become about bashing her, because there's totally room for intelligent discussion on some of the design flaws of sects)
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
Now? Bash stuff so the sect stays alive. There was a good reason why it needed to happen, I completely understand, but now I have very little motivation to upkeep on something that has a good chance to die.
However, cults and sects have created additional problems beyond those that they didn't solve.
One of these is that sects/cults don't seem to have any place in Imperian. While one can argue over the role of Orders, there was a certain "fit" to the Gods' roles - Antioch was closely tied to a number of AM Gods, and whether you liked what they did or not, on a whole the Gods played at least some role in the grander scheme of things. Sects don't. A sect seems to serve as a gathering place for players who find that player-created concept interesting, but to Bathan's point, that concept has no impact on or relevance to the rest of Imperian. Sects don't even have any impact on one another.
The volunteers I've interacted with are fantastic behind the scenes and have very patiently helped me spruce up Antioch. But in-character, entities seem to have little to no agency, and if we weren't supposed to rely on the gods for our roleplay anymore because sects fix that problem, well - sects didn't fix that problem because the only special stuff a sect leader can do is if they pre-program the altar and then manage to get a bunch of interested parties to stand at the altar, read, and interact with the pre-programmed messages. Don't get me wrong, the ability to program the altar is nice - but without an active entity it's not going to keep most people going for very long.
I have no idea what entities are permitted to do; but somewhere between "animating mobs on CT to support your favorite player's opinions" and "not doing anything that influences anything" there has to be a happy medium.
I don't know how reliable that is to the situation, but that's what I've gathered so far from reading around.
"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."
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
"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."
Your move, Selthis.
Nobody clicks a Selthis link with eyes open.
I have never had a poor interaction with any entity besides my aforementioned issue. The one true success of the sect system is that it creates a memorable, amazing character in the ascended entity - Hastati, Olanre, Svorai, Samaos? They are way better characters than any god, and the players behind them are a massive reason why.
The leader or entity can pour in all the time they want, but if both aren't pulling, your sect is at a disadvantage in terms of its narrative and goals. Especially if the entity is the one not pulling their weight. I wrote everything I could for Hunt according to the way the sect was envisioned to be in terms of atmosphere. You can ask any member of the sect. Without Isra the Huntress, the Hunt sect was just a loose collection of mechanical benefits and bashers bound by my writing and RP.
A lot of my frustration stems from the fact that I thought sects were an answer to a stale narrative that frankly no one seems to be at the helm of, but instead they've just kind of been resource grinds, and what made's it even more draining is that a hand full of players really spent a lot of time constructing the backstories, lore, et cetera. I will say though that, the construction of the cult, gathering of the initial troops, all the stuff with summoning Hastati was some most fun I've ever had in Imperian. It gave me quite possibly my favorite character arc ever, and that's impressive considering how much I enjoyed going all berserk on retardation mode Keijima. The problem is, once I realized it had nowhere to go with Conquest, it just drained my will to play, and I sort of disappeared on Hastati, which was a **** move on my part.
I'm glad the administration at least let a couple of characters be killed off, but it would've been nice if, prior to that ever happening, Entities were allowed to duke it out on their on terms, possibly kill each other off, or just get in the game more. The ideas we wrote up felt like they belonged in a world where the pantheon had just been destroyed and mortals were scurrying around trying to find meaning, but the actual Entities themselves just never did for me.
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
I guess I just wonder what you are taking away from this thread and how you are going to use that information - if 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."