Since the other thread was more focused on the mechanical aspects of cults and sects, I thought I'd put this thread up as a place for people to discuss other facets of the system.
My main issue with cults and sects is that, despite being given the freedom to write up essentially whatever we want as a concept, we're given very little in the way of support. This is not me talking about the activity of the entity. That's not something that will ever be 'fixed', because entities are volunteers. I totally get that and moreover, I appreciate the time they put in trying to do stuff for us, as I'm sure other players do. What I'm talking about though is some kind of support system being put in place where cult and sect leaders can possibly meet up with the administration and say, 'hey, here are some things we'd like to do, is any of this possible' and go from there. This way, the people running these roleplay organizations could get straight answers on their ideas and have a better understanding of what is, and what is not possible. These meetings would also serve as grounds for leaders to meet up, discuss possibly roleplay avenues and generate activity on their own.
The problem here as I see it (and this is the main issue with Imperian in general) is the total lack of communication. We're offered the chance to write up a concept, spend weeks/months grinding out PvE objectives, and then once maxed out it's like, 'well crap, what do I possibly tell my people to do?'. Maybe it was my fault for creating Conquest, as opposed to the Sect of Finger Painting, where objectives would be a lot easier to dole out. That's another gripe, however. If you, the administration, see a concept that hinges upon conflict, shoot them a message and be all, 'hey, this is cool and whatever, but I need you to realize that we're not going to be able to offer you any mechanical support'. If I had been told that, I would've absolutely understood, changed up my concept or simply not bothered. I beat my head against that wall, offering to win fights, lose fights, draw, whatever, and at the end of the day it was incredibly frustrating. My sect had unlocked everything, we had a super active entity and I ultimately had nothing to provide people except masturbatory roleplay options about 'preparing for war' and 'keeping sharp' while we continued to dominate shardfalls frankly due to circle imbalances.
So yah, that's what I have for now, but I'll probably add more, feel free to add your own take on the system.
Comments
I want Caelya's idea out of the other thread. I want the volunteers to have access to alternate shells aligned with "neutral" factions. Like, in addition to Svorai, Spirit of Preservation, that volunteer could also be Sovria, Queen of the Horde, and then Conquest could war with the Horde to take Erorag or fight off Horde incursions. Or she could be Rasvoi the Lich Queen or whatnot and urge her undead hordes to tear down Jackal shrines and raise her own because Tomb Raider Kanthari stole her ancient body glitter.
It would present an antagonist that would give the Order something to do that wouldn't directly be pitting it in PvP against other Orders, and that wouldn't force one player faction to lose to another.
"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."
"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."
"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."