Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: EO on June 14, 2019, 10:45:46 AM

Title: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: EO on June 14, 2019, 10:45:46 AM
Following our 2019 poll to know the community's preferences in terms of development, the most popular option has been Adding more systems/features to facilitate individual player-driven roleplay. Now that's a pretty wide category and it's hard to pinpoint clearly what that entails.

As such, could you share with us which systems/features would facilitate individual player-driven roleplay? The only limitation, as per our rules, is that we do not add unique areas for specific players or non-official factions (ie: your PC won't get his own individual shop) since these tend to then linger in the module long after the player/group has left and creates a chaotic environment. Aside from that, we're all ears.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Dante101 on June 14, 2019, 10:49:19 AM
One thing I'd love to see is a tool provided to player driven factions where they can save their work / placeables in an area. This way when the server resets (as it has on a near daily basis recently), they don't need to spend literal hours resetting craftable placeables to facilitate RP.

This could be a tool that's applied for.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iridni Ren on June 14, 2019, 10:54:37 AM
As I find AMPCs are excellent agents for accomplishing player-driven roleplay, I think additional AMPC templates would be a flexible, incremental, and scalable means of addressing this choice. Because AMPCs mulst also go through an application approval, the player-driven roleplay will still be easily moderated and kept in alignment with the server's overall goals, preferences, and balance.

Several players have mentioned hags as an even more specific suggestion.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: ASymphony on June 14, 2019, 11:07:07 AM
- A big one for me would be: RP item creation, i.e. being able to craft booze with customly named bottles , food, or just general items with custom bios + names. (Obviously they can't make any claims of possessing properties or powers they do not have).

- I also agree that more AMPC variation would be nice and believe the Death Knight ( as discussed here: https://www.nwnravenloft.com/forum/index.php?topic=48766.msg601458#msg601458 ) would make a good addition.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: lilyatrix on June 14, 2019, 11:19:16 AM
One thing I'd love to see is a tool provided to player driven factions where they can save their work / placeables in an area. This way when the server resets (as it has on a near daily basis recently), they don't need to spend literal hours resetting craftable placeables to facilitate RP.

This could be a tool that's applied for.

+1 to this. As someone who has been trying to make things each reset in a location, this would be really handy. It's so tedious trying to remember where things go.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Hypatia on June 14, 2019, 11:42:12 AM
Cooking ideas:

I’d like to see a simple customizable food option. For cooking. It could work like the blank paper and quill, but instead you could use a frying pan and maybe a misc item called “Ingredients”.  You would write on the ingredients to name and give description to the food item.

-or-

It would be cool if you could throw pretty much any food item existing into that placeable soup pot, and turn it into soup. I.e. rations, meat, turnips etc. as long as the pot is close to a fireplace/campfire/stove.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: RedwizardD on June 14, 2019, 12:11:58 PM
How about an apprenticing sub-system for the crafting system to help and encourage characters to learn from experienced crafters? Perhaps have a master and apprentice flag each other or just award bonus crafting exp if rping while a higher ranking crafter is nearby while you work (Or rather a person with higher crafting levels rping with a crafter with a lower crafting level while one or both are practicing.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: BraveSirRobin on June 14, 2019, 12:22:30 PM
Making placeables persistent across resets, however with degrading health the longer they go without upkeep. If the server is intended to be able to be up for at least a week without a reset currently, I don't see why allowing placeables to have a 7-day IRL timer on them wouldn't be kosher. Then people can have faction bases or chairs built in specific areas for up to a week, as they would be able to normally under the optimal conditions of the server and abandoned placeables that only serve to degrade server performance self-clean themselves.

Just make them come back with a carpentry kit and some wood to restore the HP of the chair, each day it loses some, or whatever. I think that would make a lot of people happy, and make Carpentry far more popular than the gimmick it is now.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Lightweaver on June 14, 2019, 12:44:53 PM
I would like to see more areas in Vallaki and Port-a-Lucine designed for the purpose of being rented out by their respective guard factions. I don't believe Dementlieu has any at the moment, and the ones in Vallaki tend to be destitute which limits the potential. This has always generated role-play for both guards, the ambitious renter, and those they might involve in the endeavor. The areas could be built on one map for each and just connected throughout the doors of the city to lessen the footprint on server resources. That they are rentals and controlled by the guard factions would allow for turn-over rather than stagnation.

A message board system might be fun. I would even prefer the message board be a persistent storage where the letters are placed inside, so people go over and read them instead of click from a distance. It would feel more engaging, if even a small change.

Cooking options would also be good, as mentioned above. It doesn't feel like something that needs a large system attached to it since there's no mechanical benefit. It seems like a lot of work re-tagging all the food items out there to work with a script, so it might just be best to sell 'meal starter' or something that can be written on with a quill and renamed. You could do poor, average, and exceptional starters to speak of ingredient quality and cost.

The ability for the guard factions to check the OCR of a character for the purpose of roleplay responses and general demeanor, be it positive or negative. Something to make reactions more consistent across the board, benefiting the caliban who invest in having positive town relations, and acknowledging those with astronomical OCR who stand out of Radu's perceptions in the Outskirts. It should only return OCR checks from Dementlieu and Barovia exclusively, per the faction.

Consider adding the Prestidigitation spell with the description amended to what can be done in game without the creation element. Just something to provide roleplay for wizard that comes out from a fray looking pristine, or minor endeavors to add that convenience element to magic that makes it stand out a little more above the mundane. http://www.d20srd.org/srd/spells/prestidigitation.htm
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: foxtale on June 14, 2019, 12:46:51 PM
Tools of Villainy in general i feel will be to the benefit of both our villains and the heros to bring them down. AMPC templates are the big one, though I feel systems that would allow even PC villains to be more purposefully antagonistic are even more valuable.

For example, I think a nuisance we are facing when no DM is available is that conflict can only be resolved with the engine as a "fair" judge by bringing a character's HP to 0; thus if an antagonist has won a fight against say... a dangerous wizard, there is no way for them to RP their victory and perhaps a kidnapping without the constant fear of getting Finger of Death'd in one round even by a beaten 1 HP victim. Of course ideally the players trust each other and just have good RP; in this example the villain has already shown willingness to spare the victim in favour of RP, but experience has taught me that trust is a very fickle thing when we are dealing with characters nursed by months of work and any solid aid of it is very welcome.

The dev team will obviously debate this and have their opinion on it - perhaps there is an angle about my suggestion that I do not see that would decrease quality of RP or enable griefing, but I think it would be a very good thing to have a non-lethal way of conflict resolution (or at least stalling) that is anchored in our engine, to defuse the general threat of sudden death that in my opinion is the main root of red=dead in our tense encounters apart from greed for glory.

My suggestion is a version of our garda shackles that can be applied by any PC to an unconcious (subdued or bleeding) character as a complex action that needs a moment of standing still and watching an animation, to render them harmless once they stand up again. A rope - tie. The victim could perhaps free themselves with a good sleight of hand roll with an auto success on a 20, but the perpetrator would have a chance to spot the attempt. This way the forced "timeout" can't be permanent without oversight.

I actually do not wish to derail the thread with this very specific idea, so keep that in mind if you are reading, but to demonstrate that my idea of "features that facilitate individual player-driven RP" are tools like this. Engine gadgets that are applied with the goal to smooth out the bumps where gameyness sometimes dictates our RP to a degree that at present would make DM oversight necessary/favourable if we are hoping for the same result of a scene.

A good example that we did already apply is the carpentry system. Marks are nice, but I think it's clear that the ability to place Cheval de frises adds a lot to our ability of roleplaying road barricades etc.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iyer on June 14, 2019, 02:17:13 PM
What about a version of an ampc, but instead of using a template, you stick with base races while sharing the same tools, like ampc gear, and @voice command. Not all villains are monster. A player would still have to file an application and follow the same rules of having an ampc. I think bypassing the early stages of leveling for the propose of story driven to for the sake of others would be kinda cool.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: FinalHeaven on June 14, 2019, 02:34:44 PM
Lightweaver hit a lot of points for things I'd like to see as well.  I think the option of rentable locations in other major cities/towns is a big one because it will naturally draw in more traffic for player driven RP stuff, and getting more traffic flowing around the server rather than simply clumped in 2 main areas is a good thing.

foxtale's suggestion is also a good one.  Having a way to essentially "force" a subdued state rather than killing someone outright would likely go at least somewhat toward curbing the exceedingly aggressive state of PvP currently.  It'd definitely have to be done in a way that limits the potential for exploit, but that's the case with most things.

I'd really like to see things that make it easier for players to create on the server.  Whether this be placeables, more RP oriented crafting such as cooking, all the way to things like owning proper business or merchant stalls.  POTM is a big server, but one of the gripes I often hear is that the world can feel stagnant and unmoving/changing.  I know that broadly speaking the DMs are hesitant to do anything too world changing to the setting, but perhaps allowing players to be able to make their own relatively personal, small impact changes could be the compromise to this.

Also, actual in-game message boards would be nice.  And in addition to that, an in-game postal system.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iridni Ren on June 14, 2019, 03:12:21 PM
Along with the Hag template and Death Knight template (and possibly other AMPC templates), I'd like to bring back these suggestions from another thread, which map to some of the current suggestions, but also recall the server's setting:

I think things that would benefit AMPCs are less about their mechanical survival, and offering them more tools for story telling, scene setting, and autonomy without DMs. I personally would love to see, and I've tossed around these ideas before:

- A tool, similar in design to the portable bench for carpenters, to allow AMPCS to create placeables for scenes. Blood, corpses, bones, and placeables like candles, runes. Ideally, being able to set both useable and non-useable placeables, and having the option of re-writing their descriptions like signs and notes would be great. Write some good guidelines on the tool / for MPCs so they don't get carried away and we're golden.

- AMPCs to have the ability to create their own henchman, rather than be specifically tied to the locations and spawns on the server to grab them and smuggle. A basic idea would be a noncombat, limited used command (Rest menu or linked through the target: other commands) that spawns a 'monsterous wight, ghoul, vampire, etc' for your appropriate template and an averaged difficulty.

- More areas, specifically things like extra dead-end parts of dungeons, secret transitions, non-linear places to be explored. Add some scripted maneuvering like secret tight spaces, leaps, or climbing discover-able with search would be cool too.

- More dynamic caves that are 'far' away, that only cycle between possible AMPC templates

Although I'm not opposed to any development that gives players a greater chance to express their PCs in creative RP and story-telling, given that Dev time is a limited resource and we all have to share the same server space, I would prioritize tools that most reinforce Gothic Horror.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Cassius on June 14, 2019, 03:32:40 PM
My suggestion is to revise the roleplay experience restrictions currently in place on faction areas. This would encourage faction growth and reward individuals who remain within a faction longer and dedicate their time toward strengthening the plot-driven elements of Vallaki.

The restrictions as they are encourage server migration but that is not an option that is applicable to all concepts. It feels punishing that the Ste. Mere des Larmes receives full consideration for experience, while the Refuge of the Fifth Light does not. We should encourage any location that generates positive, setting-centric roleplay for the server rather than reward primarily based on migration and adventure.

Some example of faction areas that would benefit...
Wayfarer Kinship Lodge
Red Vardo Storefront
The Drain
Refuge of the Fifth Light
Redoubtable Chapel
Vallaki Slums Morninglord Sanctuary
Bellegarde Consortium
House of Krofburg
Vallaki Citadel

I may be missing some less known factions on this list, but they would be included as well. I have listed the more public areas where available because the goal is to encourage people to participate in open roleplay rather than exclusive that would put us behind plot doors.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iridni Ren on June 14, 2019, 03:45:16 PM
My suggestion is to revise the roleplay experience restrictions currently in place on faction areas. This would encourage faction growth and reward individuals who remain within a faction longer and dedicate their time toward strengthening the plot-driven elements of Vallaki.

The restrictions as they are encourage server migration but that is not an option that is applicable to all concepts. It feels punishing that the Ste. Mere des Larmes receives full consideration for experience, while the Refuge of the Fifth Light does not. We should encourage any location that generates positive, setting-centric roleplay for the server rather than reward primarily based on migration and adventure.

Some example of faction areas that would benefit...
Wayfarer Kinship Lodge
Red Vardo Storefront
The Drain
Refuge of the Fifth Light
Redoubtable Chapel
Vallaki Slums Morninglord Sanctuary
Bellegarde Consortium
House of Krofburg
Vallaki Citadel

I may be missing some less known factions on this list, but they would be included as well. I have listed the more public areas where available because the goal is to encourage people to participate in open roleplay rather than exclusive that would put us behind plot doors.

+1

And adding the Broken Bell Theatre area.

My PC *does* get XP in the BB, so this isn't a mention from self-interest alone. But keeping other PCs motivated there has been pretty difficult without constant DM attention. New players are still busy discovering the server, and older PCs looking for something to do still want to get XP. So they don't like to get tied into long rehearsals and plays that give 0 XP.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Little Lotte on June 14, 2019, 04:54:12 PM
My suggestion is to revise the roleplay experience restrictions currently in place on faction areas. This would encourage faction growth and reward individuals who remain within a faction longer and dedicate their time toward strengthening the plot-driven elements of Vallaki.

The restrictions as they are encourage server migration but that is not an option that is applicable to all concepts. It feels punishing that the Ste. Mere des Larmes receives full consideration for experience, while the Refuge of the Fifth Light does not. We should encourage any location that generates positive, setting-centric roleplay for the server rather than reward primarily based on migration and adventure.

Some example of faction areas that would benefit...
Wayfarer Kinship Lodge
Red Vardo Storefront
The Drain
Refuge of the Fifth Light
Redoubtable Chapel
Vallaki Slums Morninglord Sanctuary
Bellegarde Consortium
House of Krofburg
Vallaki Citadel

I may be missing some less known factions on this list, but they would be included as well. I have listed the more public areas where available because the goal is to encourage people to participate in open roleplay rather than exclusive that would put us behind plot doors.

+1

And adding the Broken Bell Theatre area.

My PC *does* get XP in the BB, so this isn't a mention from self-interest alone. But keeping other PCs motivated there has been pretty difficult without constant DM attention. New players are still busy discovering the server, and older PCs looking for something to do still want to get XP. So they don't like to get tied into long rehearsals and plays that give 0 XP.

I couldn’t +1 this any harder. Well said.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: DM Erebus on June 14, 2019, 04:56:23 PM
Master-Apprentice system for crafting

Expanded MPC functionality; in-area PC locating, salient abilities and scene dressing (blood splats, etc)

New MPC templates: Hag, Death Knight, Fiend (AMPC only) and Ghost (AMPC only)

OCR examination and modification tool for PC Guards (Vallaki, Gendarme and Krofburg)

Enhanced RPXP progression in Faction locations

Reduced RPXP progression in the Western Outskirts

Layman boards for the Church of the Morninglord and Church of Ezra Factions

Long-term lets at the Bluewater and Blood O' the Vine Inns
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: BraveSirRobin on June 14, 2019, 05:10:19 PM
I would like to see more areas in Vallaki and Port-a-Lucine designed for the purpose of being rented out by their respective guard factions. I don't believe Dementlieu has any at the moment, and the ones in Vallaki tend to be destitute which limits the potential. This has always generated role-play for both guards, the ambitious renter, and those they might involve in the endeavor. The areas could be built on one map for each and just connected throughout the doors of the city to lessen the footprint on server resources. That they are rentals and controlled by the guard factions would allow for turn-over rather than stagnation.

A message board system might be fun. I would even prefer the message board be a persistent storage where the letters are placed inside, so people go over and read them instead of click from a distance. It would feel more engaging, if even a small change.

Cooking options would also be good, as mentioned above. It doesn't feel like something that needs a large system attached to it since there's no mechanical benefit. It seems like a lot of work re-tagging all the food items out there to work with a script, so it might just be best to sell 'meal starter' or something that can be written on with a quill and renamed. You could do poor, average, and exceptional starters to speak of ingredient quality and cost.

The ability for the guard factions to check the OCR of a character for the purpose of roleplay responses and general demeanor, be it positive or negative. Something to make reactions more consistent across the board, benefiting the caliban who invest in having positive town relations, and acknowledging those with astronomical OCR who stand out of Radu's perceptions in the Outskirts. It should only return OCR checks from Dementlieu and Barovia exclusively, per the faction.

Consider adding the Prestidigitation spell with the description amended to what can be done in game without the creation element. Just something to provide roleplay for wizard that comes out from a fray looking pristine, or minor endeavors to add that convenience element to magic that makes it stand out a little more above the mundane. http://www.d20srd.org/srd/spells/prestidigitation.htm

I'm on board with all of this. Especially given that in places like Dementlieu, there are several characters -- who remaining unnamed -- have over the years received extraordinarily large OCR hits in the domain for criminal activities, making them persona non grata to the locals. This makes it so that when they enter the City, they are hounded by all the NPCs to leave -- For the fact that they are guilty of some public atrocity or an infamous reputation. However, to Gendarmes and Players alike, there is no way for us to differentiate on this mechanic that is intended to enforce the setting surrounding black sheep characters and outlaws. I would even go so far as to elaborate that an option be added to the Faction Tool, that will allow us to see some measure of interpretation of their OCR, and perhaps a sub-note of sorts to define why their OCR is so high.

For example? Say someone has a lot of RDD or PM levels, and has not purchased Influence gear or somesuch to cover them sufficiently, and they run through the City. They could perhaps be interpreted as monstrously ugly, unsettling, some sort of suspected Caliban, what-have-you. Flavor text for each domain. I would go so far as to extend this from just factions to natives in their own domain. A Barovian in Barovia would have the ability to see why someone would be considered persona non grata to them, just like an NPC would, or a Dementlieuse in Dementlieu could do the same. If someone was high OCR in Barovia or Dementlieu due to criminal infractions/infamous reputation, they would likely be well-connected enough to their local rumour mills to go, "Oh, they're telling him to go away because that man is a known murderer!" Or they're particularly infamous for a specific event, "Shot a man for his last glass of whiskey in the Mutinied Sailor," so on, to be applied only by DM's. And perhaps they could roll Influence vs. a Defensive roll to hide this information as well from the non-faction related native, just like the NPCs.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Agony on June 14, 2019, 06:40:05 PM
I would like to see more areas in Vallaki and Port-a-Lucine designed for the purpose of being rented out by their respective guard factions. I don't believe Dementlieu has any at the moment, and the ones in Vallaki tend to be destitute which limits the potential. This has always generated role-play for both guards, the ambitious renter, and those they might involve in the endeavor. The areas could be built on one map for each and just connected throughout the doors of the city to lessen the footprint on server resources. That they are rentals and controlled by the guard factions would allow for turn-over rather than stagnation.

A message board system might be fun. I would even prefer the message board be a persistent storage where the letters are placed inside, so people go over and read them instead of click from a distance. It would feel more engaging, if even a small change.

Cooking options would also be good, as mentioned above. It doesn't feel like something that needs a large system attached to it since there's no mechanical benefit. It seems like a lot of work re-tagging all the food items out there to work with a script, so it might just be best to sell 'meal starter' or something that can be written on with a quill and renamed. You could do poor, average, and exceptional starters to speak of ingredient quality and cost.

The ability for the guard factions to check the OCR of a character for the purpose of roleplay responses and general demeanor, be it positive or negative. Something to make reactions more consistent across the board, benefiting the caliban who invest in having positive town relations, and acknowledging those with astronomical OCR who stand out of Radu's perceptions in the Outskirts. It should only return OCR checks from Dementlieu and Barovia exclusively, per the faction.

Consider adding the Prestidigitation spell with the description amended to what can be done in game without the creation element. Just something to provide roleplay for wizard that comes out from a fray looking pristine, or minor endeavors to add that convenience element to magic that makes it stand out a little more above the mundane. http://www.d20srd.org/srd/spells/prestidigitation.htm

+1 to all of this!
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: FellowMan on June 14, 2019, 08:34:10 PM
I know people have trouble doing IC disguises. The number of times I've had to send tells because I'm not sure if someone's disguised or just changed their fashion up a bit is not a low number. Maybe a more clever man than me can turn this observation into a coherent suggestion.

Also a rework of the ECL system.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: herkles on June 14, 2019, 08:59:56 PM
I would like to see more areas in Vallaki and Port-a-Lucine designed for the purpose of being rented out by their respective guard factions. I don't believe Dementlieu has any at the moment, and the ones in Vallaki tend to be destitute which limits the potential. This has always generated role-play for both guards, the ambitious renter, and those they might involve in the endeavor. The areas could be built on one map for each and just connected throughout the doors of the city to lessen the footprint on server resources. That they are rentals and controlled by the guard factions would allow for turn-over rather than stagnation.

Yea, I would like this. There are areas in the Marchand that are just empty warehouses that could be turned into places that people could rent. That said I would like more buildings in Port-a-lucine that could be rented out for people. Be it in the Ouiver, marchand, or even the Savant. I imagine that such a thing could done for the districts in Vallaki, so stuff in the residential, Market, noble, and so on. :)

Cooking options would also be good, as mentioned above. It doesn't feel like something that needs a large system attached to it since there's no mechanical benefit. It seems like a lot of work re-tagging all the food items out there to work with a script, so it might just be best to sell 'meal starter' or something that can be written on with a quill and renamed. You could do poor, average, and exceptional starters to speak of ingredient quality and cost.

That might be the best way to do it. though a cooking system still would be neat.

The ability for the guard factions to check the OCR of a character for the purpose of roleplay responses and general demeanor, be it positive or negative. Something to make reactions more consistent across the board, benefiting the caliban who invest in having positive town relations, and acknowledging those with astronomical OCR who stand out of Radu's perceptions in the Outskirts. It should only return OCR checks from Dementlieu and Barovia exclusively, per the faction.

I think Natives should be able to have this in general since they would have an idea of who is an out cast or not being well native to the realm. However, if that not possible, then giving it to the Garda and Gendarmerie would be the next best thing.


Consider adding the Prestidigitation spell with the description amended to what can be done in game without the creation element. Just something to provide roleplay for wizard that comes out from a fray looking pristine, or minor endeavors to add that convenience element to magic that makes it stand out a little more above the mundane. http://www.d20srd.org/srd/spells/prestidigitation.htm


Master-Apprentice system for crafting

Expanded MPC functionality; in-area PC locating, salient abilities and scene dressing (blood splats, etc)

New MPC templates: Hag, Death Knight, Fiend (AMPC only) and Ghost (AMPC only)

OCR examination and modification tool for PC Guards (Vallaki, Gendarme and Krofburg)

Enhanced RPXP progression in Faction locations

Reduced RPXP progression in the Western Outskirts

Layman boards for the Church of the Morninglord and Church of Ezra Factions

Long-term lets at the Bluewater and Blood O' the Vine Inns


I like these ideas. I especially like the ideas for the new MPC types. Though we already sort of have a layman board for the church of Ezra.  (https://www.nwnravenloft.com/forum/index.php?board=196.0)
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Soulray on June 14, 2019, 09:59:20 PM
Master-Apprentice system for crafting

Expanded MPC functionality; in-area PC locating, salient abilities and scene dressing (blood splats, etc)

New MPC templates: Hag, Death Knight, Fiend (AMPC only) and Ghost (AMPC only)

OCR examination and modification tool for PC Guards (Vallaki, Gendarme and Krofburg)

Enhanced RPXP progression in Faction locations

Reduced RPXP progression in the Western Outskirts

Layman boards for the Church of the Morninglord and Church of Ezra Factions

Long-term lets at the Bluewater and Blood O' the Vine Inns

+1 to all of this. Cassius's suggestion summarizes my thoughts on the RP XP, as well.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: callofzoidberg on June 15, 2019, 09:57:01 AM
My suggestion is to revise the roleplay experience restrictions currently in place on faction areas. This would encourage faction growth and reward individuals who remain within a faction longer and dedicate their time toward strengthening the plot-driven elements of Vallaki.

The restrictions as they are encourage server migration but that is not an option that is applicable to all concepts. It feels punishing that the Ste. Mere des Larmes receives full consideration for experience, while the Refuge of the Fifth Light does not. We should encourage any location that generates positive, setting-centric roleplay for the server rather than reward primarily based on migration and adventure.

Some example of faction areas that would benefit...
Wayfarer Kinship Lodge
Red Vardo Storefront
The Drain
Refuge of the Fifth Light
Redoubtable Chapel
Vallaki Slums Morninglord Sanctuary
Bellegarde Consortium
House of Krofburg
Vallaki Citadel

I may be missing some less known factions on this list, but they would be included as well. I have listed the more public areas where available because the goal is to encourage people to participate in open roleplay rather than exclusive that would put us behind plot doors.


Being able to RP in these areas without feeling like my character has outgrown them, or should really be moving on to the Mist Camp or Port a Lucine would be really nice.
 I think the Outskirts, Lady's Rest, and Morninglord Temple in the outskirts should stay the same.


I don't know if this is possible, but could the keys for rooms in some of the inns be separated so I don't feel like I'm going to walk into someone's secret RP session that I feel like people would lock their doors for?


And a Teacher/Student system for spells. If we can't scribe them because of the economy (Although I think if you kept an XP cost people wouldn't become scroll mills) then allowing wizards to trade their knowledge would facilitate great RP.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Agony on June 15, 2019, 10:19:19 AM
My suggestion is to revise the roleplay experience restrictions currently in place on faction areas. This would encourage faction growth and reward individuals who remain within a faction longer and dedicate their time toward strengthening the plot-driven elements of Vallaki.

The restrictions as they are encourage server migration but that is not an option that is applicable to all concepts. It feels punishing that the Ste. Mere des Larmes receives full consideration for experience, while the Refuge of the Fifth Light does not. We should encourage any location that generates positive, setting-centric roleplay for the server rather than reward primarily based on migration and adventure.

Some example of faction areas that would benefit...
Wayfarer Kinship Lodge
Red Vardo Storefront
The Drain
Refuge of the Fifth Light
Redoubtable Chapel
Vallaki Slums Morninglord Sanctuary
Bellegarde Consortium
House of Krofburg
Vallaki Citadel

I may be missing some less known factions on this list, but they would be included as well. I have listed the more public areas where available because the goal is to encourage people to participate in open roleplay rather than exclusive that would put us behind plot doors.

I would add the slums guardhouse to this list. A lot of report taking happens there!
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Kaospyri on June 15, 2019, 04:17:42 PM
Things I've seen here and liked:

I'd also really like to see something to support the more mundane, average evil characters (as in, not MPCs/AMPCs). I've heard the idea of giving evil alignment a tiny EXP increase or something similar to encourage people to play evil more and enforce the idea that good is meant to be outnumbered and outgunned, as well as counterbalance the fact that evil characters typically end up getting less support and assistance. It should be hard for good to triumph rather than the other way around really.

Also a rework of the ECL system.
Please, it's so much worse than you would think.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Romulus on June 15, 2019, 04:17:58 PM
Master-Apprentice system for crafting

Expanded MPC functionality; in-area PC locating, salient abilities and scene dressing (blood splats, etc)

New MPC templates: Hag, Death Knight, Fiend (AMPC only) and Ghost (AMPC only)

OCR examination and modification tool for PC Guards (Vallaki, Gendarme and Krofburg)

Enhanced RPXP progression in Faction locations

Reduced RPXP progression in the Western Outskirts

Layman boards for the Church of the Morninglord and Church of Ezra Factions

Long-term lets at the Bluewater and Blood O' the Vine Inns

Can I give more than one +1? Cause this deserves all the +1's. Perfect summary of everything I'd like to see
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Relapse on June 15, 2019, 08:39:24 PM
This is a bit from left field but after my experiences last night I'd really like to empower death on the server as a RP device. I think it is a great opportunity and driver for quests and experiences for the whole player base. I would personally like to see the following:

- The ability for a player ghosts to jump to other players on the server with their consent. It would allow the players to have an IC call for help that right or wrong would usually be done through tells or OOC, it would need to be consented to prevent abuse, spying, excessive haunting etc. It would also encourage smaller parties to be a bit more adventurous instead of restricting themselves to the primary higher traffic "shipping lanes" or approach dungeons with an absolute excessive amount of player.
- The ability for ghosts to earn rp xp if they cannot do so already and players likewise for the interaction
- Player weapons to be treated in a similar manner to the PC corpse in that they are replaced with another item and persisted through restarts/logoffs. The item can only be unwrapped by the PC owner and does not come back if the player resurrects VIA ghost and must be retrieved. This is to remove any ooc need to scramble to get the weapons back before they disappear due to needing to log off due to RL (which to be really important for me) or server restarts, but still serves in the same manner as the current system.
- Perhaps give the dead persons possessions persisted item the ability to have gold "banked" against it so other players can use it for resurrections and move some of the death responsibility back onto the players to fund their own resurrections. 

My primary play time is during the server off peak, the player population is low and I find death during this time period is an absolutely crippling/server breaking experience.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: ladylena on June 15, 2019, 11:26:13 PM
My suggestion is to revise the roleplay experience restrictions currently in place on faction areas. This would encourage faction growth and reward individuals who remain within a faction longer and dedicate their time toward strengthening the plot-driven elements of Vallaki.

The restrictions as they are encourage server migration but that is not an option that is applicable to all concepts. It feels punishing that the Ste. Mere des Larmes receives full consideration for experience, while the Refuge of the Fifth Light does not. We should encourage any location that generates positive, setting-centric roleplay for the server rather than reward primarily based on migration and adventure.

Some example of faction areas that would benefit...
Wayfarer Kinship Lodge
Red Vardo Storefront
The Drain
Refuge of the Fifth Light
Redoubtable Chapel
Vallaki Slums Morninglord Sanctuary
Bellegarde Consortium
House of Krofburg
Vallaki Citadel

I may be missing some less known factions on this list, but they would be included as well. I have listed the more public areas where available because the goal is to encourage people to participate in open roleplay rather than exclusive that would put us behind plot doors.

This, so much this. I would adore if there was experience gain in the drain and the other places. It would give a spot for natives to still gain exp when they get a higher level instead of being forced away for the sake of gaining exp. I do echo others in that the outskirts, ML temple in the outskirts and the lady's rest ought to remain with the exp restriction. This could also be used to encourage people to use certain places more often, or even to join factions.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iyer on June 16, 2019, 11:28:38 AM
I support removing rp caps for faction bases, but that's it. The problem with vallaki is that it was intended as a low level area. Imagine growing up in a town the size of vallaki. You've learned much of culture from the town, but after so long, it's the same type of people and the same routine every day. Now imagine moving to a bigger City, like port. There's a whole new culture to learn, a whole new set of people. In my opinion, vallaki should stay low level. It's emersion healing when there is a high level in the outskirts keeping all the ampcs from having their fun.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Ard on June 16, 2019, 12:00:53 PM
Add Degannwy it's the only elven hub in server
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Hypatia on June 16, 2019, 01:47:19 PM
So properties you can rent tend to be run-down or empty on the inside, but what about a series of premade house/shop interiors for each town so that when someone rents a property, they can get a quick tour of the “upgrades” there are to choose from, and select which interior to have linked to the door?
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Kaospyri on June 17, 2019, 12:42:38 AM
Just recalled another idea that I had talked to others about in the past:

Making the nights scarier, maybe having the roaming werewolves and monster spawns in Barovia scale in power to the amount/level of the players in that zone. It would go a great deal toward selling the atmosphere and making sure that people don't just stop fearing the night once they're level five or so.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Hypatia on June 17, 2019, 05:30:59 AM
Just recalled another idea that I had talked to others about in the past:

Making the nights scarier, maybe having the roaming werewolves and monster spawns in Barovia scale in power to the amount/level of the players in that zone. It would go a great deal toward selling the atmosphere and making sure that people don't just stop fearing the night once they're level five or so.
This!  The first thing that made me fall in love with this server was how dark it was outside the vistani camp as I first arrived. I sat there not knowing what to do and then someone came along and agreed to lead me to some place safe. The atmosphere was perfect. Those two little candles outside the Church were burning and I really couldn’t see much else. No one was outside and the night seemed so damned oppressive and terrifying. I went into the church and found a few people in there that were really talking up the atmosphere how you never go outside.  It was perfect and I was immediately in love with the server. I can’t help but wonder if my perception would have been different if I’d walked up and seen 50 people standing around outside having casual conversations and whipping the occasional outgunned pack of wolf men with ease.  The night really needs to be scarier.  I’d love to see the chance for a pack of super vicious monsters to come rip through that crowd once or twice to give back the fear of old night. Maybe even some kind of monster you just can’t fight.. like a flesh-eating fog that starts level draining anyone who stands in its way as it covers the ground; Or a dive-bombing flying monster that randomly attacks and carries off a PC to some far away place.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: DM Erebus on June 17, 2019, 06:03:29 AM
Kill RPXP in the Outskirts and watch the people dry up.

I firmly believe the #1 reason people hang out in the Outskirts at night is on the off chance that an MPC or DM event designed to 'scare them off will occur.
Perversely then, it is the threat of Old Night that makes people brave it!
Harder and more frequent monsters may just make it more appealing, because they're juicy XP nuggets at the end.
A sort of existential, undetectable threat would ameliorate that of course, but, for me.. players should never be presented with something they can't beat. Make it hard, even really hard.. but not unwinnable.
For me, the best way to keep indoors ar night, is to make the indoors more appealing than outdoors.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iridni Ren on June 17, 2019, 07:27:18 AM
The fear of old noapte and that first uncertainty when coming to the server are just something like innocence that can't be regained or recreated after you're experienced and become well...jaded. Hanging in the Discord, I hear plenty of (truly) new players who yet come in and say how terribly hard this server is.

Anyway, let's stick to the thread subject here rather than turning this into a WO debate.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Kerby on June 17, 2019, 08:50:20 AM
A spawnable mist that the DMs could throw down that would teleport people to the other mist entrances randomly.  Want people scared of the night with nothing to fight?  That'd have me running back inside for fear of being thrown WAY out someplace... alone.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Nemesis 24 on June 17, 2019, 08:51:16 AM
Something I've noticed a lot in this so far have been a great deal of punitive measures taken to enforce the setting - to make the night more dangerous, to punish certain behaviours and such like.  I also saw an incentive to empower evil roleplay - I fear I disagree with that, as its fundamentally unfair and extremely prone to exploitation, but it 'did' bring up an idea of trying to find a way that doesn't punish behaviour, but instead encourages certain types of behaviour instead.

How do we do this?  I'm not sure.  I do however know a few downsides to punishing over rewarding.  We've got a lot of new characters, a lot of new players.  Some aspects of server culture have changed over time or been discarded, and some others have been forgotten.  A lot of people however don't know the secrets, tricks and knacks and a fair few struggle to get moving along.

A lot of the changes proposed would punish these people starting out.  When one speaks from a position of experience, its easy enough to forget the trouble those without that experience can have.  It can be dissuading and for a lot of folks either just starting out, or even starting a new character, getting thoroughly stomped on for not knowing the ins and outs of the place does nothing to encourage people to keep playing.  Sometimes it doesn't take very much at all.

Punishment can do little except create an alienated, adverse reaction, especially when the individual being admonished isn't quite sure what they did except 'be out at night'.  As it stands it can be plenty scary enough as it is!  But just because its no longer scary at level 10 or higher doesn't mean the level 2 isn't still being punished by what you can now survive.  You have to keep the little guy in mind, like you'd have wanted for yourself at that time.

So, instead, on top of Cassius's and Erebus's suggestions, I have a few more ideas, some of them outside the box, for the purpose of encouraging player driven roleplay, that revolve around the concept of rewarding rather than punishing. 

1.  Tagging Tool. 
This one I'm not so sure how to implement, but it would be using a tool on the hotbar to tag another player.  When tagged, there would be a range of options to come up, that would then flag in the DM channel.  The flag would then have a description on it like so - 'Player A has tagged Player B for Atmospheric Roleplay' or 'Good PvP conduct' or something along those lines.  The DM would have to observe the behaviour, and oversee it.  If they don't see anything or enough to warrant further, they can then ignore it.  The tag itself would have a cooldown of 60 real life minutes, to prevent spamming.  But if it brings to the attention of a DM who may or may not be watching (as always, there will be no direct indication of DM presence) then the DM in question may reward the tagged player. 

This does not leave rewarding in the hands of the player.  Its purely in the hands of the DM watching, and the reward given may be either xp or some other manner of reward that is at the DM's discretion - even a bit of NPC interaction might well be all that is needed.  But it is an ever present incentive to players to play at their best, to improve themselves, to push their roleplay harder for the notion of a reward that they know to exist.  As it remains in DM hands and the DM's have shown themselves to be highly discretionary, it remains out of the reach of exploitation, but it 'does' give some perhaps unsung stars a chance to shine.

2.  Expanding Factions.

This isn't meant as a disrespect to our current factions - I have a lot of love for them, but I also think we need to expand on a few things to give players some new or seldom used options that can offer new incentives in roleplay.  I also recommend it for the fact our player base is much larger than it was only a short while ago, and as it is larger there are far more openings for different factions.  This part here is probably one of the biggest ones in terms of work required and I'm well aware of that - but it once established much of it is self governing, and interfactional conflict is often its own reward.  Now, this does create issues in that faction conflict may or may not be something outright desired by the team, but if it is an option, then there are quite a few things we can look at.  Some ideas for factions, and what they would require, I'll list below -

-Red Wizards of Hazlan.
This one is honestly pretty much already done.  The work on this faction has been consistent and lengthy and they deserve to be recognised as an official faction at this point.  Best of all they probably require the least amount of Dev work to be established.  They have their base, they have all they need to function already in place.  It might as well be legitimate.

-Lawgivers of Hazlan.
Not too sure how much more work this would require, but its a group that could rise up with the Red Wizards, working in both collusion and conflict with them, much like most of the other factions.  Truth be told most factions do not function unless they have something to bounce off of, in concert or conflict.

-Rebels of Hazlan.
This one is work intensive.  It would need a base of operations, codification of its membership and roles.  Possible thoughts would be a 'underground railroad' for the purpose of finding and rescuing non human slaves, getting them out of Hazlan or teaching them to fight back themselves.  It would be a struggle and in a very difficult position, but it would give players opposed to the Red Wizards a base of operation, and something for the Red Wizards and the Lawgivers to strive against directly, adding an element of danger to each of the factions if either one becomes good at what they do.

-Wardens of Barovia.
This faction would exist for the purpose of being direct agents of the Count - either for Strahd himself or those who exist below him.  Human agents who fulfil his will, hunting down existing bounties that might exist outside of Vallaki (if they warrant interest).  This faction would operate in any and all of the areas of Barovia, and be a danger to those that think they are out of reach of punishment.

-Degannwy, Dvergheim.
These factions probably are much like the Red Wizards faction, in that making them official and supported is somewhat overdue.  Giving them a codified, solid position as factions would work by giving them roles and responsibilities;  the dwarves could do with a formal ranking system due to their lawful nature, that could create leaders and workers amongst them.  Elves, being more chaotic, would fit roles suitable to their classes - arcanists, nature protectors, soldiers, etc.  By giving them something more formal they can create amongst themselves a set of faction orientated goals.  This would require little Dev work overall - most of what they need already exists, and frankly they can already function.  A bit more formality to it would give each faction structure.

-Gundarak Rebels.
I truly want to see this one happen, but the circumstances of it happening are extremely work intensive, and thus it is moved more into the 'wish' territory of things.  The only way I see this faction working properly is if it has a place to set itself that the work of Vallaki garda cannot get to it, at least not in any way easily.  The logical place to put it is where the main source of them comes from in the lore - in Zeidenburg.  In order to do that, the city needs to be added in game, and it is, by lore, a very large place indeed.  This would change the fabric of the landscape of Barovia considerably, maybe too much.  But it would also give intercity/interfactional conflict a possibility while also providing what the Red Wizards proved so incredibly important to their creation and stability, a relatively safe base of operations for them to stage out of.  But the dev work required is huge, a city with dungeons also attached is no small order, not by a long shot.

-Alanik Ray's Detective Agency.
This one is a little out there.  But I would like to see a good aligned investigative faction in Port, a sort of partnership to the Wayfarers, but operating independently from them, in a rather more international sense.  It does not of course need to be Alanik's, but could in fact be a result of player and DM partnered driven initiative.  But a rather more openly good aligned faction in Port (like how the Wayfarers and Morninglordians are in Barovia) could be an interesting balance against the suggested evil factions listed above.

-The Kargat.
This one is out there, and very much a difficult one, but its one that I also really like the idea of.  Monsters, working as part of Azalin's secret police, operating in various locales of the server, gathering information, acquiring knowledge and acting as spies, disruptors, and adversaries for the server at large.  Weeded out by the application process to prevent them becoming too much of a problem, players can be recruited into their number as MPC's.  This one would need some oversight, and would need a lair as well that they can use - them and them alone.  I'd probably suggest a travel NPC that only they can use that can take them to where they need to go.  But a perpetual monster faction 'could' prove exciting.  They come into existence in a small number and for the achieving of objectives in their six month period, before fading out once more.  It would not of course -have- to be the only choice for AMPC's and such, but giving them a stable base to set out from gives them a grounding of objectives and factional basis that allows for a self perpetuating story that the server can only grow from.



I understand most of these ideas are just that, ideas.  They require work in all aspects of the server - a more codified lore, dev work, DM attention, and more.  By absolutely no means would I expect to see all of them implemented, I'd be happy to see even two of them make it in, but I listed the suggestions to give some ideas of what could be the most interesting, the most fun, and the best at giving players something new to work with that they haven't yet experienced before.


3.  A new, expansive and helpful write up of the server, for the purpose of expectation management.

This one is sort of self explanatory, but only sort of.  I believe what would be very helpful for players is a single thread that covers everything currently in the FAQ, but also some new, helpful suggestions for people, and a mission statement of expectations from the DM's to the Players in terms of what they hope, but not demand, that the players do.  Examples being:

The correct circumstances that warrant a server reset.
The sort of thing a player should and should not put in their player description.
Realistic expectations of playing a certain alignment on the server.
Realistic expectations of playing an AMPC or MPC on the server.
Encouragement of atmospheric roleplay, and the importance of respecting the setting.
Why and how closure is encouraged.
How DM's would prefer to be interacted with by the player base.
How the player base should treat one another, both directly and indirectly.
How the passing of time works, how real world and in game languages work,
etc.

A sort of guide that goes beyond the mechanical to the server, and more of an explanation of some realistic expectations of the player base.  A lot of this stuff is probably obvious to folks on the team, but that doesn't mean that its obvious to the player base at times, especially new players who are not sure where to look or find this sort of thing, or worse, are basing their behaviour or methods in these fields and others because of erroneous information passed down second hand or from other server practices.  Clarity is always a good thing, while maintaining the necessary levels of opaque information that is required for the server as well.  Gathering this information however, can both clear things up for a players on an ooc level while gently promoting certain things, behaviour, and methods of roleplay in character, which in turn would foster self driving roleplay.

I might add to this whole thing, and it may well get torn to bits, but this is purely just idea spam.  Hope it helps.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iridni Ren on June 17, 2019, 09:19:32 AM
Spoiler: show
Something I've noticed a lot in this so far have been a great deal of punitive measures taken to enforce the setting - to make the night more dangerous, to punish certain behaviours and such like.  I also saw an incentive to empower evil roleplay - I fear I disagree with that, as its fundamentally unfair and extremely prone to exploitation, but it 'did' bring up an idea of trying to find a way that doesn't punish behaviour, but instead encourages certain types of behaviour instead.

How do we do this?  I'm not sure.  I do however know a few downsides to punishing over rewarding.  We've got a lot of new characters, a lot of new players.  Some aspects of server culture have changed over time or been discarded, and some others have been forgotten.  A lot of people however don't know the secrets, tricks and knacks and a fair few struggle to get moving along.

A lot of the changes proposed would punish these people starting out.  When one speaks from a position of experience, its easy enough to forget the trouble those without that experience can have.  It can be dissuading and for a lot of folks either just starting out, or even starting a new character, getting thoroughly stomped on for not knowing the ins and outs of the place does nothing to encourage people to keep playing.  Sometimes it doesn't take very much at all.

Punishment can do little except create an alienated, adverse reaction, especially when the individual being admonished isn't quite sure what they did except 'be out at night'.  As it stands it can be plenty scary enough as it is!  But just because its no longer scary at level 10 or higher doesn't mean the level 2 isn't still being punished by what you can now survive.  You have to keep the little guy in mind, like you'd have wanted for yourself at that time.

So, instead, on top of Cassius's and Erebus's suggestions, I have a few more ideas, some of them outside the box, for the purpose of encouraging player driven roleplay, that revolve around the concept of rewarding rather than punishing. 

1.  Tagging Tool. 
This one I'm not so sure how to implement, but it would be using a tool on the hotbar to tag another player.  When tagged, there would be a range of options to come up, that would then flag in the DM channel.  The flag would then have a description on it like so - 'Player A has tagged Player B for Atmospheric Roleplay' or 'Good PvP conduct' or something along those lines.  The DM would have to observe the behaviour, and oversee it.  If they don't see anything or enough to warrant further, they can then ignore it.  The tag itself would have a cooldown of 60 real life minutes, to prevent spamming.  But if it brings to the attention of a DM who may or may not be watching (as always, there will be no direct indication of DM presence) then the DM in question may reward the tagged player. 

This does not leave rewarding in the hands of the player.  Its purely in the hands of the DM watching, and the reward given may be either xp or some other manner of reward that is at the DM's discretion - even a bit of NPC interaction might well be all that is needed.  But it is an ever present incentive to players to play at their best, to improve themselves, to push their roleplay harder for the notion of a reward that they know to exist.  As it remains in DM hands and the DM's have shown themselves to be highly discretionary, it remains out of the reach of exploitation, but it 'does' give some perhaps unsung stars a chance to shine.

2.  Expanding Factions.

This isn't meant as a disrespect to our current factions - I have a lot of love for them, but I also think we need to expand on a few things to give players some new or seldom used options that can offer new incentives in roleplay.  I also recommend it for the fact our player base is much larger than it was only a short while ago, and as it is larger there are far more openings for different factions.  This part here is probably one of the biggest ones in terms of work required and I'm well aware of that - but it once established much of it is self governing, and interfactional conflict is often its own reward.  Now, this does create issues in that faction conflict may or may not be something outright desired by the team, but if it is an option, then there are quite a few things we can look at.  Some ideas for factions, and what they would require, I'll list below -

-Red Wizards of Hazlan.
This one is honestly pretty much already done.  The work on this faction has been consistent and lengthy and they deserve to be recognised as an official faction at this point.  Best of all they probably require the least amount of Dev work to be established.  They have their base, they have all they need to function already in place.  It might as well be legitimate.

-Lawgivers of Hazlan.
Not too sure how much more work this would require, but its a group that could rise up with the Red Wizards, working in both collusion and conflict with them, much like most of the other factions.  Truth be told most factions do not function unless they have something to bounce off of, in concert or conflict.

-Rebels of Hazlan.
This one is work intensive.  It would need a base of operations, codification of its membership and roles.  Possible thoughts would be a 'underground railroad' for the purpose of finding and rescuing non human slaves, getting them out of Hazlan or teaching them to fight back themselves.  It would be a struggle and in a very difficult position, but it would give players opposed to the Red Wizards a base of operation, and something for the Red Wizards and the Lawgivers to strive against directly, adding an element of danger to each of the factions if either one becomes good at what they do.

-Wardens of Barovia.
This faction would exist for the purpose of being direct agents of the Count - either for Strahd himself or those who exist below him.  Human agents who fulfil his will, hunting down existing bounties that might exist outside of Vallaki (if they warrant interest).  This faction would operate in any and all of the areas of Barovia, and be a danger to those that think they are out of reach of punishment.

-Degannwy, Dvergheim.
These factions probably are much like the Red Wizards faction, in that making them official and supported is somewhat overdue.  Giving them a codified, solid position as factions would work by giving them roles and responsibilities;  the dwarves could do with a formal ranking system due to their lawful nature, that could create leaders and workers amongst them.  Elves, being more chaotic, would fit roles suitable to their classes - arcanists, nature protectors, soldiers, etc.  By giving them something more formal they can create amongst themselves a set of faction orientated goals.  This would require little Dev work overall - most of what they need already exists, and frankly they can already function.  A bit more formality to it would give each faction structure.

-Gundarak Rebels.
I truly want to see this one happen, but the circumstances of it happening are extremely work intensive, and thus it is moved more into the 'wish' territory of things.  The only way I see this faction working properly is if it has a place to set itself that the work of Vallaki garda cannot get to it, at least not in any way easily.  The logical place to put it is where the main source of them comes from in the lore - in Zeidenburg.  In order to do that, the city needs to be added in game, and it is, by lore, a very large place indeed.  This would change the fabric of the landscape of Barovia considerably, maybe too much.  But it would also give intercity/interfactional conflict a possibility while also providing what the Red Wizards proved so incredibly important to their creation and stability, a relatively safe base of operations for them to stage out of.  But the dev work required is huge, a city with dungeons also attached is no small order, not by a long shot.

-Alanik Ray's Detective Agency.
This one is a little out there.  But I would like to see a good aligned investigative faction in Port, a sort of partnership to the Wayfarers, but operating independently from them, in a rather more international sense.  It does not of course need to be Alanik's, but could in fact be a result of player and DM partnered driven initiative.  But a rather more openly good aligned faction in Port (like how the Wayfarers and Morninglordians are in Barovia) could be an interesting balance against the suggested evil factions listed above.

-The Kargat.
This one is out there, and very much a difficult one, but its one that I also really like the idea of.  Monsters, working as part of Azalin's secret police, operating in various locales of the server, gathering information, acquiring knowledge and acting as spies, disruptors, and adversaries for the server at large.  Weeded out by the application process to prevent them becoming too much of a problem, players can be recruited into their number as MPC's.  This one would need some oversight, and would need a lair as well that they can use - them and them alone.  I'd probably suggest a travel NPC that only they can use that can take them to where they need to go.  But a perpetual monster faction 'could' prove exciting.  They come into existence in a small number and for the achieving of objectives in their six month period, before fading out once more.  It would not of course -have- to be the only choice for AMPC's and such, but giving them a stable base to set out from gives them a grounding of objectives and factional basis that allows for a self perpetuating story that the server can only grow from.



I understand most of these ideas are just that, ideas.  They require work in all aspects of the server - a more codified lore, dev work, DM attention, and more.  By absolutely no means would I expect to see all of them implemented, I'd be happy to see even two of them make it in, but I listed the suggestions to give some ideas of what could be the most interesting, the most fun, and the best at giving players something new to work with that they haven't yet experienced before.


3.  A new, expansive and helpful write up of the server, for the purpose of expectation management.

This one is sort of self explanatory, but only sort of.  I believe what would be very helpful for players is a single thread that covers everything currently in the FAQ, but also some new, helpful suggestions for people, and a mission statement of expectations from the DM's to the Players in terms of what they hope, but not demand, that the players do.  Examples being:

The correct circumstances that warrant a server reset.
The sort of thing a player should and should not put in their player description.
Realistic expectations of playing a certain alignment on the server.
Realistic expectations of playing an AMPC or MPC on the server.
Encouragement of atmospheric roleplay, and the importance of respecting the setting.
Why and how closure is encouraged.
How DM's would prefer to be interacted with by the player base.
How the player base should treat one another, both directly and indirectly.
How the passing of time works, how real world and in game languages work,
etc.

A sort of guide that goes beyond the mechanical to the server, and more of an explanation of some realistic expectations of the player base.  A lot of this stuff is probably obvious to folks on the team, but that doesn't mean that its obvious to the player base at times, especially new players who are not sure where to look or find this sort of thing, or worse, are basing their behaviour or methods in these fields and others because of erroneous information passed down second hand or from other server practices.  Clarity is always a good thing, while maintaining the necessary levels of opaque information that is required for the server as well.  Gathering this information however, can both clear things up for a players on an ooc level while gently promoting certain things, behaviour, and methods of roleplay in character, which in turn would foster self driving roleplay.

I might add to this whole thing, and it may well get torn to bits, but this is purely just idea spam.  Hope it helps.

Several of those ideas could be entire topics into themselves, Nem :)

EO created this thread in response to the Dev poll, however, and so I think we should limit what we talk about to Dev systems to facilitate player-driven RP. The punitive measures, you allude to, for example are by definition not to facilitate but rather discourage. Moreover, enforcing the rules is really more of a DM concern, and so something like the tagging system should be a tool DMs (not players) might request (or say they really don't want players to have).

More factions...assuming they would need bases, that's probably your idea requiring Dev work the most.

Perhaps I'm interpreting this subject too narrowly, but I assume what EO wants us to talk about are things that can be scripted or otherwise implemented by the Development Team that would give us more agency and options in our RP.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Nemesis 24 on June 17, 2019, 09:32:45 AM
The final option, sure, but as stated in the topic, its a feature, not a system.  A feature of the server, on an ooc level, that nevertheless requires work from the team to fill out properly.

The rest of the options all require systems of implementation, coding, and building.  However, I am afraid you completely misread what I said about punitive measures.  As I said, other people have suggested such, and I made my suggestions to move away from punishment and instead chose a route of rewarding players for 'good' behaviour rather than punishing for bad behaviour.  The tag option gives that, but does not automate it.  It simply flags and puts a flag in the DM channel for DM's to see to act on as they see fit.  As its a system, I felt it warranted mentioning.

As for the rest, all official factions require development work.  Its the main thing that is needed for any supported faction - the creation of a base, the NPC's, the keys and locks required, and all the coding involved for creation of ranks and dialogue choices besides that allow for the faction to work smoothly.  As such, they are fully within the purview of the Dev team, while also needing DM support.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Arawn on June 17, 2019, 09:41:09 AM
Yeah, to be clear, all permanent changes to the module are the purview of developers, not DMs.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: immasturgeon on June 17, 2019, 10:00:41 AM
Kill RPXP in the Outskirts and watch the people dry up.

I firmly believe the #1 reason people hang out in the Outskirts at night is on the off chance that an MPC or DM event designed to 'scare them off will occur.
Perversely then, it is the threat of Old Night that makes people brave it!
Harder and more frequent monsters may just make it more appealing, because they're juicy XP nuggets at the end.
A sort of existential, undetectable threat would ameliorate that of course, but, for me.. players should never be presented with something they can't beat. Make it hard, even really hard.. but not unwinnable.
For me, the best way to keep indoors ar night, is to make the indoors more appealing than outdoors.

I think this is a good idea to bring back that atmosphere of the outskirts.

I think that granting high level RP XP to faction bases or other areas within the city of Vallaki (pubs, bookstore, etc) would do this as well. High level chars will go where the XP is and many low level chars will follow them.

Do both, remove skirts XP and reinstate high level XP (reduced or not) in a dozen select locations within the city and see if it incentivizes action that is desired. 
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: FinalHeaven on June 17, 2019, 03:12:02 PM
I'm more or less in agreement with the idea of re-instating  RP XP to higher level characters in places such as Faction Bases.  That being said, on my characters I go to where the people I want to RP with are at any given moment.  Whether I get RP XP or not is entirely irrelevant, and the lack of it in no way incentivizes me to stay out of "low level" areas.  I'm pretty confident that I'm not the only player who feels this way, and thus I'd like to see how the system works be entirely reviewed, personally.  It's always seemed odd to me that punishing roleplay on a roleplay server is one of the methods used to try and distribute high level characters elsewhere when it doesn't seem to actually have the desired effect.

That being said, more specifically, I'd love if POTM could create or adopt one of the systems already available to allow the dyeing of individual pieces of armor.  This would open up a huge amount of customization for people without having to add additional armor appearances through HAKS.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iridni Ren on June 17, 2019, 03:17:41 PM

That being said, more specifically, I'd love if POTM could create or adopt one of the systems already available to allow the dyeing of individual pieces of armor.  This would open up a huge amount of customization for people without having to add additional armor appearances through HAKS.

+1 says the proud owner of newly enchanted armor :)
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iyer on June 17, 2019, 04:51:12 PM
+5! Individual armor piece dying would be a game changer when it comes to bringing your character to life the way that you imagine them.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: EO on June 17, 2019, 04:53:08 PM
+5! Individual armor piece dying would be a game changer when it comes to bringing your character to life the way that you imagine them.

As interesting as that is that falls under more options to customize your character, which was the third or fourth most popular option on the poll. Let's focus for now on the number one since we have limited development time and resources.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iyer on June 17, 2019, 06:51:37 PM
I understand.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: DM Nocturne on June 17, 2019, 11:36:32 PM
Some immediate thoughts to bring characters together -

:arrow: Further development on current "static quest system" that require adventuring parties and centralizing the current bounties/item fetch tasks. This might include:
 - A quest log
 - Made more 'offiical' and visible to adventuring parties; NPCs or boards highlight high-strength dungeons or locales and add to quest log if undertaken
 - Resolution of quest triggers level-dependent experience reward, which may include interacting with something, obtaining an item, defeating a monster.

:arrow: In-game message boards persisting across resets to replace bundles of parchment or fliers. May include limitations to avoid spam, e.g. timed durations, one-per-character.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Dud_Goose on June 18, 2019, 10:53:47 AM
Kill RPXP in the Outskirts and watch the people dry up.

I firmly believe the #1 reason people hang out in the Outskirts at night is on the off chance that an MPC or DM event designed to 'scare them off will occur.
Perversely then, it is the threat of Old Night that makes people brave it!
Harder and more frequent monsters may just make it more appealing, because they're juicy XP nuggets at the end.
A sort of existential, undetectable threat would ameliorate that of course, but, for me.. players should never be presented with something they can't beat. Make it hard, even really hard.. but not unwinnable.
For me, the best way to keep indoors ar night, is to make the indoors more appealing than outdoors.

I believe there's a lot of truth here.

But also, I don't think you should let the prospect of players overcoming evil DM spawns deter you from spicing things up a little bit in the unexpected night encounters department.  A sense of not knowing what's going to happen adds enormously to the horror and suspense aspects imo.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Lightweaver on June 18, 2019, 05:08:29 PM
My suggestion is to revise the roleplay experience restrictions currently in place on faction areas. This would encourage faction growth and reward individuals who remain within a faction longer and dedicate their time toward strengthening the plot-driven elements of Vallaki.

The restrictions as they are encourage server migration but that is not an option that is applicable to all concepts. It feels punishing that the Ste. Mere des Larmes receives full consideration for experience, while the Refuge of the Fifth Light does not. We should encourage any location that generates positive, setting-centric roleplay for the server rather than reward primarily based on migration and adventure.

Some example of faction areas that would benefit...
Wayfarer Kinship Lodge
Red Vardo Storefront
The Drain
Refuge of the Fifth Light
Redoubtable Chapel
Vallaki Slums Morninglord Sanctuary
Bellegarde Consortium
House of Krofburg
Vallaki Citadel

I may be missing some less known factions on this list, but they would be included as well. I have listed the more public areas where available because the goal is to encourage people to participate in open roleplay rather than exclusive that would put us behind plot doors.

Yes! Plus Degannwy and Wachter estate. I'd go as far as to suggest all of Krofburg to encourage folk to focus on stories there instead of leveling out of Vallaki and heading straight over to Mist Camp or Port Lucine. Appeal to different playstyles while rewarding those who primarily pursue roleplay.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Dextan on June 18, 2019, 11:13:48 PM
Some sort of XP scale related to your investment into factions/rp project.

it could be in the form of an application you make or something like that... 

I don't know... pushing people to put more efforts into long term faction rp, creating factions and such, opposing to pure grind?

Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iridni Ren on June 18, 2019, 11:18:43 PM
Some sort of XP scale related to your investment into factions/rp project.

it could be in the form of an application you make or something like that... 

I don't know... pushing people to put more efforts into long term faction rp, creating factions and such, opposing to pure grind?

I think giving XP in faction bases, regardless of location, would address this.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Dextan on June 18, 2019, 11:22:36 PM
Yes but I would not like to see some people excluded from extra xp because they didnt was accepted in a faction.

Maybe it could be added for also project, like a special research... a long term dm animation... idk ?
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Wholesome Memester on June 19, 2019, 08:29:23 AM
Relying less on the honor system for searches would help the guard tremendously and tie up the DMs less for requests to poke around in a player's inventory. Somehow excluding the Vallaki guard from the RP exp penalty would cut down tremendously on the temptation for them to leave Vallaki and go get dungeon exp. As much as it is supposed to be a peasant levy it'd be nice if the Vallaki guard had a strong mechanical backbone to it since it's unlikely we'll see Strahd's minions in play to begin with. The Vallaki guard, undoubtedly, is one of the biggest enforcers of Vallaki's setting and to help them would benefit that area's atmosphere and give longterm guard players more agency/incentive to stay.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iyer on June 19, 2019, 10:05:01 AM
Isn't part of being a Garda is to play it off like you can take out anyone, but secretly be terrified because you know most people could destroy you? But, leveling as a Garda does seem a bit heavily relying on to rp xp to get by. Maybe including a small amount of xp awarded when a Garda collects his or her pay to help supplement xp. It would give the Garda incentive to collect their pay. I'm sure it isn't much.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: ViktorYouFool on June 23, 2019, 03:47:45 PM
Winners of the Coveted "Things That Make Me Excited" Award, from this list:
How about an apprenticing sub-system for the crafting system to help and encourage characters to learn from experienced crafters? Perhaps have a master and apprentice flag each other or just award bonus crafting exp if rping while a higher ranking crafter is nearby while you work (Or rather a person with higher crafting levels rping with a crafter with a lower crafting level while one or both are practicing.
Would be absolutely huge. The crafting system in its current form is a pretty horrible slog. In addition to the actual material cost, it requires a ridiculous investment in time. A handful of recent changes have only made that time investment more severe and even less convenient -- changes to the DC spread for potions, crafting places locking their doors at night, etc. The server economy relies on crafters existing, yet the actual pursuit of crafting represents a giant chunk of time spent not role-playing. Given that we all have only so many hours to play each day/week/whatever, an apprenticing system of some kind would let people pursue their crafts without having to lose out on RP time. Moreover, it is cool RP for forming meaningful tutor relationships which is neat.

As a final mechanical consideration, I'd love if such a system allowed some kind of direct crafting XP gain, rather than simply a bonus to your crafting while another crafter is doing their thing. It'd be a huge boon for characters who only have a +1 or +2 ability modifier to their craft in overcoming those initial hurdles if having a tutor when a tutor was most needed actually helped gain them xp towards advancing -- making those first baby steps easier,  both mechanically and IC.

What about a version of an ampc, but instead of using a template, you stick with base races while sharing the same tools, like ampc gear, and @voice command. Not all villains are monster. A player would still have to file an application and follow the same rules of having an ampc. I think bypassing the early stages of leveling for the propose of story driven to for the sake of others would be kinda cool.
Also huge. This is something that's been a bugbear of mine for a long time and something I was actually discussing with someone on the server the other day:
I have a love of conflict-based characters, but the nature of the server is that your ability to effectively engage in any kind of direct confrontation is limited by your level. Try to play an antagonist at level 4 and you will get roflstomped, corpse-hidden, or executed by the garda before you hit 5. There are just too many bigger fish, and for most characters your class features/build hasn't hit its prime yet anyway.

What ends up happening is that most antagonists will end up wanting to power-grind themselves to the double digits or even mid-teens before they really start trying to shake things up, but this creates a pair of issues on its own:

Allowing people to use the AMPC rules and stipulations to apply for antagonist-PCs of normal races would do a world of good towards making more interesting and meaningful conflicts, particularly as it would mean seeing more conflict-based characters who would graciously expire rather than playing team-based corpse-hide whack-a-mole.

Big +1 from me,  boss.

Quote
Rentable areas
I've been a big advocate of this since the topic first came up ages ago. I'd love to see a ton of more rentable stuff, both in the guard-faction sense and in the Governor's Hotel sense. In the latter case, the Blue Water and Blood on the Vine are already ripe for that kind of treatment. As of now, both places are kind of wasted server space as few people use either set of rooms for their intended purpose. Either one is a bit out of the way compared to other alternatives, and it's always bugged me that Port is somehow the only place where players can "live" in any meaningful sense. Particularly as I've mostly played Barovians.

In the former case, I loved the initiative taken about a year ago to "rent" out different areas in vallaki, though they ended up suffering from two major problems: First being that all of the areas were effectively ruined buildings that have been reclaimed, so it had a very limited appeal for many people or groups. The second being that no locks/keys were ever really made a thing, so even if you rented the refuse-filled, mice-ridden, half-collapsed apartment, anyone could walk in any time. The net result being that you were no better off renting the thing than just wandering in at night.

If the goal is "systems to facilitate individual player-driven roleplay" then giving people more places they can actually invest in and make use of would be a big boon. If I want to start a player-faction, having someplace for that faction to meet is a major benefit and helps anchor people into the region and setting in a way that having everyone meet upstairs at the Lady's Rest does not.

That said, the tradeoff here is that it is probably worth re-examining how the rental systems work. The main problem with the Governor's Hotel is that the rooms all end up filled by people who will hold said room for RL months or years even when they aren't even playing the character actively, just by showing up and paying the rent once a week. Part of this is almost certainly the fact that the GH is the only housing in the server outside of the tenements, so the availability v. demand is absurd. Even still, it might be better if those systems somehow required the players renting them to actively show up and use the rooms for some amount of time per week to still hold the keys or something.

So properties you can rent tend to be run-down or empty on the inside, but what about a series of premade house/shop interiors for each town so that when someone rents a property, they can get a quick tour of the “upgrades” there are to choose from, and select which interior to have linked to the door?
As an addendum to the above, this would be pretty neat, as well.

Quote
RPXP Faction Locations
I've disliked this system for a whole number of reasons, and this is among them. It's always seemed an inherent contradiction. We are repeatedly told that this is a role-play server and we are frequently told about this or that decision being made to enforce the setting. Yet at the same time, we have the same system saying that my random Barovian peasant should, upon hitting an arbitrary point in his life, decide to abandon his lifestyle up to that point, his friends, connections, and ultimately his country.. to don a cravat and move on to Port. Like a Galapagos tortoise, he will reach a point in his life where will be inextricably and instinctively called to some far-off point..

Lame. Extra lame if the character in question is built to do some kind of faction something or other. So short of actually dismantling this system, I'm giving the faction-location exclusion a big +1.

I'd also really like to see something to support the more mundane, average evil characters (as in, not MPCs/AMPCs). I've heard the idea of giving evil alignment a tiny EXP increase or something similar to encourage people to play evil more and enforce the idea that good is meant to be outnumbered and outgunned, as well as counterbalance the fact that evil characters typically end up getting less support and assistance. It should be hard for good to triumph rather than the other way around really.
This is actually pretty hardcore related to the earlier antagonist thing. One of the major bits of contradiction between fluff and server reality is that we are told in the fluff that evil is pervasive, temptating, and on the demiplane of dread, ultimately triumphant. Good is supposed to be compelling because it's both challenging and ultimately futile, but that the struggle itself is heroic.

The reality of the server seems to be the opposite. Good or neutral-aligned characters tend to have a significantly easier time of things. They make fewer enemies, they have an easier time gaining allies and resources, and of the playable areas the only place goodly-aligned characters will really run afoul of is Hazlan. Sure, Barovia is run by a vampire count but on the day to day you don't see Garda busting good-aligned PCs chops unless they are doing something stupid or breaking the obvious laws.

Meanwhile, evil is supposed to be a temptation. The easy path to power... But it isn't. Evil doesn't really gain you anything on the server. There are a few prestige classes with an alignment requirement, but that's about it. If you get a DM noticing you being evil, you might get a DP check but there's no real guarantee that a gained dark power will be any kind of net gain. Even necromancy is kinda meh on the server, as despite the number of feats you might sink into it, summons just aren't great on the server. In addition, there's also a significant cost to being evil. Being openly evil will dramatically limit your number of potential allies in a way that being Good does not, and often will make you a target for Team Good Guy™. Being openly confrontation as a Good-aligned character pursuing good is generally rewarded by the player population. Being openly confrontational as an Evil-aligned character doing evil generally means that you will get bounties on your head and a posse after you.

All of those things would be fine (IC actions get IC consequences) save that it directly contradicts the setting fluff. Not only is evil not a tempting path to power and darkness, it's actually way more difficult to pull off in the long run. In a gothic horror setting, let alone in the Demi-plane of Dread, this seems backwards.

And a Teacher/Student system for spells. If we can't scribe them because of the economy (Although I think if you kept an XP cost people wouldn't become scroll mills) then allowing wizards to trade their knowledge would facilitate great RP.
This would be awesome as well. In any other version of the game, wizards trading spells around is part of the assumed class-features of a wizard. It's disabled here for reasons largely related to the item economy. Allowing Wizards to somehow teach spells would not only restore the component to the class, it has a number of related benefits:

Honestly, I wouldn't mind seeing a more comprehensive "mentoring" system in the game in general. Wizards and crafting were obvious examples, but how nice would it be for your freshly misted would-be warrior to form a meaningful relationship with a veteran who can then tutor them in a meaningful fashion other than letting you bunny off their XP while they fight things way out of your level, or bringing you gear you shouldn't have yet so you can go grind on your own.

From the other side of it, I love the notion that a veteran swordsman character might choose to become a fencing instructor or something and that mean something other than just hand-waving the RP XP for it. Right now, the only place that an apprenticeship situation matters in any objective way is if you're going for a prestige class that requires training from another member of that class.

The server seems set up in such a way that we want to incentivize RP and disincentivize grinding mobs. The more ways you give people to meaningfully work towards their goals other than grinding mobs for xp/gold/items/scrolls, the closer you will come to that.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Little Lotte on June 23, 2019, 04:19:33 PM
Winners of the Coveted "Things That Make Me Excited" Award, from this list:
How about an apprenticing sub-system for the crafting system to help and encourage characters to learn from experienced crafters? Perhaps have a master and apprentice flag each other or just award bonus crafting exp if rping while a higher ranking crafter is nearby while you work (Or rather a person with higher crafting levels rping with a crafter with a lower crafting level while one or both are practicing.
Would be absolutely huge. The crafting system in its current form is a pretty horrible slog. In addition to the actual material cost, it requires a ridiculous investment in time. A handful of recent changes have only made that time investment more severe and even less convenient -- changes to the DC spread for potions, crafting places locking their doors at night, etc. The server economy relies on crafters existing, yet the actual pursuit of crafting represents a giant chunk of time spent not role-playing. Given that we all have only so many hours to play each day/week/whatever, an apprenticing system of some kind would let people pursue their crafts without having to lose out on RP time. Moreover, it is cool RP for forming meaningful tutor relationships which is neat.

As a final mechanical consideration, I'd love if such a system allowed some kind of direct crafting XP gain, rather than simply a bonus to your crafting while another crafter is doing their thing. It'd be a huge boon for characters who only have a +1 or +2 ability modifier to their craft in overcoming those initial hurdles if having a tutor when a tutor was most needed actually helped gain them xp towards advancing -- making those first baby steps easier,  both mechanically and IC.

What about a version of an ampc, but instead of using a template, you stick with base races while sharing the same tools, like ampc gear, and @voice command. Not all villains are monster. A player would still have to file an application and follow the same rules of having an ampc. I think bypassing the early stages of leveling for the propose of story driven to for the sake of others would be kinda cool.
Also huge. This is something that's been a bugbear of mine for a long time and something I was actually discussing with someone on the server the other day:
I have a love of conflict-based characters, but the nature of the server is that your ability to effectively engage in any kind of direct confrontation is limited by your level. Try to play an antagonist at level 4 and you will get roflstomped, corpse-hidden, or executed by the garda before you hit 5. There are just too many bigger fish, and for most characters your class features/build hasn't hit its prime yet anyway.

What ends up happening is that most antagonists will end up wanting to power-grind themselves to the double digits or even mid-teens before they really start trying to shake things up, but this creates a pair of issues on its own:
  • First, it means that you're going to spend weeks if not months on a hardcore grind just so you can get to the point where you can role-play the character appropriately in the first place. Given how the entire xp system of the server is meant to disincentivize this kind of behavior, that seems to be undesirable. This is doubly true given that the amount of level-appropriate content relative to the server population has felt a bit off since the EE migration.
  • Second, it has the unfortunate side-effect that because you've spent several months grinding this character to the point where they can be a competent antagonist you tend not to want to view the character as disposable. People will tend to resist letting that character close if they can help it, and if you do meet an early-end to your antagonist career (as is sometimes the case with AMPCs) it is kind of heartbreaking.

Allowing people to use the AMPC rules and stipulations to apply for antagonist-PCs of normal races would do a world of good towards making more interesting and meaningful conflicts, particularly as it would mean seeing more conflict-based characters who would graciously expire rather than playing team-based corpse-hide whack-a-mole.

Big +1 from me,  boss.

Quote
Rentable areas
I've been a big advocate of this since the topic first came up ages ago. I'd love to see a ton of more rentable stuff, both in the guard-faction sense and in the Governor's Hotel sense. In the latter case, the Blue Water and Blood on the Vine are already ripe for that kind of treatment. As of now, both places are kind of wasted server space as few people use either set of rooms for their intended purpose. Either one is a bit out of the way compared to other alternatives, and it's always bugged me that Port is somehow the only place where players can "live" in any meaningful sense. Particularly as I've mostly played Barovians.

In the former case, I loved the initiative taken about a year ago to "rent" out different areas in vallaki, though they ended up suffering from two major problems: First being that all of the areas were effectively ruined buildings that have been reclaimed, so it had a very limited appeal for many people or groups. The second being that no locks/keys were ever really made a thing, so even if you rented the refuse-filled, mice-ridden, half-collapsed apartment, anyone could walk in any time. The net result being that you were no better off renting the thing than just wandering in at night.

If the goal is "systems to facilitate individual player-driven roleplay" then giving people more places they can actually invest in and make use of would be a big boon. If I want to start a player-faction, having someplace for that faction to meet is a major benefit and helps anchor people into the region and setting in a way that having everyone meet upstairs at the Lady's Rest does not.

That said, the tradeoff here is that it is probably worth re-examining how the rental systems work. The main problem with the Governor's Hotel is that the rooms all end up filled by people who will hold said room for RL months or years even when they aren't even playing the character actively, just by showing up and paying the rent once a week. Part of this is almost certainly the fact that the GH is the only housing in the server outside of the tenements, so the availability v. demand is absurd. Even still, it might be better if those systems somehow required the players renting them to actively show up and use the rooms for some amount of time per week to still hold the keys or something.

So properties you can rent tend to be run-down or empty on the inside, but what about a series of premade house/shop interiors for each town so that when someone rents a property, they can get a quick tour of the “upgrades” there are to choose from, and select which interior to have linked to the door?
As an addendum to the above, this would be pretty neat, as well.

Quote
RPXP Faction Locations
I've disliked this system for a whole number of reasons, and this is among them. It's always seemed an inherent contradiction. We are repeatedly told that this is a role-play server and we are frequently told about this or that decision being made to enforce the setting. Yet at the same time, we have the same system saying that my random Barovian peasant should, upon hitting an arbitrary point in his life, decide to abandon his lifestyle up to that point, his friends, connections, and ultimately his country.. to don a cravat and move on to Port. Like a Galapagos tortoise, he will reach a point in his life where will be inextricably and instinctively called to some far-off point..

Lame. Extra lame if the character in question is built to do some kind of faction something or other. So short of actually dismantling this system, I'm giving the faction-location exclusion a big +1.

I'd also really like to see something to support the more mundane, average evil characters (as in, not MPCs/AMPCs). I've heard the idea of giving evil alignment a tiny EXP increase or something similar to encourage people to play evil more and enforce the idea that good is meant to be outnumbered and outgunned, as well as counterbalance the fact that evil characters typically end up getting less support and assistance. It should be hard for good to triumph rather than the other way around really.
This is actually pretty hardcore related to the earlier antagonist thing. One of the major bits of contradiction between fluff and server reality is that we are told in the fluff that evil is pervasive, temptating, and on the demiplane of dread, ultimately triumphant. Good is supposed to be compelling because it's both challenging and ultimately futile, but that the struggle itself is heroic.

The reality of the server seems to be the opposite. Good or neutral-aligned characters tend to have a significantly easier time of things. They make fewer enemies, they have an easier time gaining allies and resources, and of the playable areas the only place goodly-aligned characters will really run afoul of is Hazlan. Sure, Barovia is run by a vampire count but on the day to day you don't see Garda busting good-aligned PCs chops unless they are doing something stupid or breaking the obvious laws.

Meanwhile, evil is supposed to be a temptation. The easy path to power... But it isn't. Evil doesn't really gain you anything on the server. There are a few prestige classes with an alignment requirement, but that's about it. If you get a DM noticing you being evil, you might get a DP check but there's no real guarantee that a gained dark power will be any kind of net gain. Even necromancy is kinda meh on the server, as despite the number of feats you might sink into it, summons just aren't great on the server. In addition, there's also a significant cost to being evil. Being openly evil will dramatically limit your number of potential allies in a way that being Good does not, and often will make you a target for Team Good Guy™. Being openly confrontation as a Good-aligned character pursuing good is generally rewarded by the player population. Being openly confrontational as an Evil-aligned character doing evil generally means that you will get bounties on your head and a posse after you.

All of those things would be fine (IC actions get IC consequences) save that it directly contradicts the setting fluff. Not only is evil not a tempting path to power and darkness, it's actually way more difficult to pull off in the long run. In a gothic horror setting, let alone in the Demi-plane of Dread, this seems backwards.

And a Teacher/Student system for spells. If we can't scribe them because of the economy (Although I think if you kept an XP cost people wouldn't become scroll mills) then allowing wizards to trade their knowledge would facilitate great RP.
This would be awesome as well. In any other version of the game, wizards trading spells around is part of the assumed class-features of a wizard. It's disabled here for reasons largely related to the item economy. Allowing Wizards to somehow teach spells would not only restore the component to the class, it has a number of related benefits:
  • Lack of spell-trading means that wizards are more reliant on grinding on a server that seems to otherwise want to disincentivize grinding.
  • Apprentice/Teacher RP is a really fun part of the tradition and having an actual reason to engage in it would be great.
  • Any time you can create meaningful incentives to form and maintain relationships IC, it's a good thing.

Honestly, I wouldn't mind seeing a more comprehensive "mentoring" system in the game in general. Wizards and crafting were obvious examples, but how nice would it be for your freshly misted would-be warrior to form a meaningful relationship with a veteran who can then tutor them in a meaningful fashion other than letting you bunny off their XP while they fight things way out of your level, or bringing you gear you shouldn't have yet so you can go grind on your own.

From the other side of it, I love the notion that a veteran swordsman character might choose to become a fencing instructor or something and that mean something other than just hand-waving the RP XP for it. Right now, the only place that an apprenticeship situation matters in any objective way is if you're going for a prestige class that requires training from another member of that class.

The server seems set up in such a way that we want to incentivize RP and disincentivize grinding mobs. The more ways you give people to meaningfully work towards their goals other than grinding mobs for xp/gold/items/scrolls, the closer you will come to that.
I love everything about this post.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: EO on June 25, 2019, 08:27:01 AM
Thanks for sharing your feedback so far. Here are a few things that will be implemented following this (not an exhaustive list):

Next update:
-3 new MPC templates (Death Knight, Werecrocodile, Red Widow)
-Ability for guards and gendarmes to get a general idea of a PC’s OcR in their domain
-More tools for MPCs (ability to summon henchmen, store to buy props, expansion of the howl function)
-Removal of ECL for the remaining MPCs that had it

What’s coming short/mid term:
-Expansion of the automated rental system to the following areas (Drain, Blue Water Inn)
-Addition of new rentable areas to be incorporated in the automated rental system (shops, areas to be used by groups)
-Disguise system

Maybe’s (depending on impact on performance and feasibility):
-Persistent craftable placeables over resets
-Message boards/town criers
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Iridni Ren on June 25, 2019, 08:54:00 AM
Spoiler: show
Thanks for sharing your feedback so far. Here are a few things that will be implemented following this (not an exhaustive list):

Next update:
-3 new MPC templates (Death Knight, Werecrocodile, Red Widow)
-Ability for guards and gendarmes to get an general idea of a PC’s OcR in their domain
-More tools for MPCs (ability to summon henchmen, store to buy props, expansion of the howl function)
-Removal of ECL for the remaining MPCs that had it

What’s coming short/mid term:
-Expansion of the automated rental system to the following areas (Drain, Blue Water Inn)
-Addition of new rentable areas to be incorporated in the automated rental system (shops, areas to be used by groups)
-Disguise system

Maybe’s (depending on impact on performance and feasibility):
-Persistent craftable placeables over resets
-Message boards/town criers


+1
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: herkles on June 25, 2019, 09:16:51 AM
Thanks for sharing your feedback so far. Here are a few things that will be implemented following this (not an exhaustive list):

Next update:
-3 new MPC templates (Death Knight, Werecrocodile, Red Widow)
-Ability for guards and gendarmes to get an general idea of a PC’s OcR in their domain
-More tools for MPCs (ability to summon henchmen, store to buy props, expansion of the howl function)
-Removal of ECL for the remaining MPCs that had it

What’s coming short/mid term:
-Expansion of the automated rental system to the following areas (Drain, Blue Water Inn)
-Addition of new rentable areas to be incorporated in the automated rental system (shops, areas to be used by groups)
-Disguise system

Maybe’s (depending on impact on performance and feasibility):
-Persistent craftable placeables over resets
-Message boards/town criers


This is all great btw. :)

I did have a question though about the Rent-able areas. Will it operate like the Governor's House automatically and thus no impact from the Garda/Gendarmes, or will the Garda/Gendarmes be involved in it? Currently IIRC the gaping wound is done through the Garda which would create more rp then just a script IMO.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: FinalHeaven on June 25, 2019, 01:21:54 PM
Thanks for sharing your feedback so far. Here are a few things that will be implemented following this (not an exhaustive list):

Next update:
-3 new MPC templates (Death Knight, Werecrocodile, Red Widow)
-Ability for guards and gendarmes to get an general idea of a PC’s OcR in their domain
-More tools for MPCs (ability to summon henchmen, store to buy props, expansion of the howl function)
-Removal of ECL for the remaining MPCs that had it

What’s coming short/mid term:
-Expansion of the automated rental system to the following areas (Drain, Blue Water Inn)
-Addition of new rentable areas to be incorporated in the automated rental system (shops, areas to be used by groups)
-Disguise system

Maybe’s (depending on impact on performance and feasibility):
-Persistent craftable placeables over resets
-Message boards/town criers


This is all great btw. :)

I did have a question though about the Rent-able areas. Will it operate like the Governor's House automatically and thus no impact from the Garda/Gendarmes, or will the Garda/Gendarmes be involved in it? Currently IIRC the gaping wound is done through the Garda which would create more rp then just a script IMO.

The Gaping Wound is owned by the Red Vardo, they control who manages it.  But I would imagine if the rentable area is a property within a city and isn't owned by another faction, the garda/gendarme would control it.  At least, I think that's how the current rentable properties in Vallaki work.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: RedwizardD on June 25, 2019, 04:11:42 PM
Thanks for sharing your feedback so far. Here are a few things that will be implemented following this (not an exhaustive list):

Next update:
-3 new MPC templates (Death Knight, Werecrocodile, Red Widow)
-Ability for guards and gendarmes to get an general idea of a PC’s OcR in their domain
-More tools for MPCs (ability to summon henchmen, store to buy props, expansion of the howl function)
-Removal of ECL for the remaining MPCs that had it

What’s coming short/mid term:
-Expansion of the automated rental system to the following areas (Drain, Blue Water Inn)
-Addition of new rentable areas to be incorporated in the automated rental system (shops, areas to be used by groups)
-Disguise system

Maybe’s (depending on impact on performance and feasibility):
-Persistent craftable placeables over resets
-Message boards/town criers


This is all great btw. :)

I did have a question though about the Rent-able areas. Will it operate like the Governor's House automatically and thus no impact from the Garda/Gendarmes, or will the Garda/Gendarmes be involved in it? Currently IIRC the gaping wound is done through the Garda which would create more rp then just a script IMO.

The Gaping Wound is owned by the Red Vardo, they control who manages it.  But I would imagine if the rentable area is a property within a city and isn't owned by another faction, the garda/gendarme would control it.  At least, I think that's how the current rentable properties in Vallaki work.

I thought the Guarda faction owned the Gaping Wound and other rental properties now.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: FinalHeaven on June 25, 2019, 04:13:32 PM
Yes I was incorrect about ownership, it seems, but the general point stands.  The garda handle rentals in Vallaki so I assume the gendarme would do the same in Port-a-Lucine.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: DM Brimstone on June 25, 2019, 04:13:52 PM
All great questions regarding the Gaping Wound, but ones that should be learned IC.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: herkles on June 25, 2019, 05:08:10 PM
All great questions regarding the Gaping Wound, but ones that should be learned IC.
Agreed, my point was more if this would be handled via a script or if it would be handled through IC RP? :)
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: EO on June 25, 2019, 05:43:43 PM
All great questions regarding the Gaping Wound, but ones that should be learned IC.
Agreed, my point was more if this would be handled via a script or if it would be handled through IC RP? :)

Script ideally with a certain level of control/oversight in some cases. The problem with non automated systems is that they heavily rely on a handful of people and are often not used to their full potential and tend to sit dormant. A good example is the Drain’s backrooms vs the Governor’s Hotel. One is essentially never used, the other always full.

A system that relies on guard PCs as is the case here only works when the guard faction is active, which isn’t always the case. It also penalizes people in the wrong time zones.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: BraveSirRobin on June 26, 2019, 04:04:57 AM
All great questions regarding the Gaping Wound, but ones that should be learned IC.
Agreed, my point was more if this would be handled via a script or if it would be handled through IC RP? :)

Script ideally with a certain level of control/oversight in some cases. The problem with non automated systems is that they heavily rely on a handful of people and are often not used to their full potential and tend to sit dormant. A good example is the Drain’s backrooms vs the Governor’s Hotel. One is essentially never used, the other always full.

A system that relies on guard PCs as is the case here only works when the guard faction is active, which isn’t always the case. It also penalizes people in the wrong time zones.

An automated system with oversight capability from the Garda/Gendarmes would be optimal. The Governor's Hotel is a prime example of a location that utilizes an automated system, but all of the bigger rooms and even the Penthouse are closely guarded and coveted by PC's that may not even be Dementlieuse, or commit a significant amount of time to Port-a-Lucine's roleplaying scene. If say, at some point areas are added to Dementlieu for this purpose, I'd rather not just have Joe Schmoe from out of town come in and rent it for the weekends, and then abandon it, leaving the property effectively vacant but booked and thus not adding to the roleplay locally in any significant fashion.

For the rental properties in Barovia, the fact that a Garda has to approve the selling of the property and has oversight capability encourages someone to be present more often, and keeps a dialogue rolling. Once it turns anonymous, automated and guaranteed, it just feels like there's no motivation for them to stay around. But that might be a Dementlieu issue more than Barovia, which is where people usually leave Port to go to.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Tarnation! on June 26, 2019, 07:32:44 AM
I started that system of leasing in Vallaki so that we could enforce a 'use it or lose it' stance. If tenants could not prove they were doing jack with the property, we'd tear up the lease, pocket the coin for guard supplies/equipment, and move on to the next interested party. Or, we'd go and do shakedowns for rent money.
Interestingly, characters would often default on the agreement, or flat-out vanish, even though the ball was in their court. Hmm. Seems there's often no motivation either way.

Those who genuinely want to spark something in their little slice of Vallaki don't have much to worry about so long as they simply keep in touch. Those with a propensity to hold onto things for trophy value aren't enabled.

It still works fine, since most guard members are a PM or Discord tagging away if not in-game. Unless it was changed after my departure from the guard, any ranking member should be able to finalize the leasing agreement. I set it up that way on purpose so people wouldn't have to chase after officers in obscure time-zones.

It was an attempt at creating some player-driven RP and allowing player characters the opportunity to host guilds, shops, and whatever else in a location they could call 'theirs'.

tl;dr dont do arelith
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: EO on June 26, 2019, 07:50:41 AM
It’s definitely a good system at the moment but keep in mind that most of these locations aren’t key locked right now which makes it both easier to manage and less attractive at the same time. Managing keys is much more complicated OOCly since you then both need to chase after keys and have keys to hand out when requested. Automating that part is the goal. Having an oversight (ability to end a lease or possibly to prevent someone from leasing) has much more added value.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Romulus on June 26, 2019, 06:23:57 PM
Winners of the Coveted "Things That Make Me Excited" Award, from this list:
How about an apprenticing sub-system for the crafting system to help and encourage characters to learn from experienced crafters? Perhaps have a master and apprentice flag each other or just award bonus crafting exp if rping while a higher ranking crafter is nearby while you work (Or rather a person with higher crafting levels rping with a crafter with a lower crafting level while one or both are practicing.
Would be absolutely huge. The crafting system in its current form is a pretty horrible slog. In addition to the actual material cost, it requires a ridiculous investment in time. A handful of recent changes have only made that time investment more severe and even less convenient -- changes to the DC spread for potions, crafting places locking their doors at night, etc. The server economy relies on crafters existing, yet the actual pursuit of crafting represents a giant chunk of time spent not role-playing. Given that we all have only so many hours to play each day/week/whatever, an apprenticing system of some kind would let people pursue their crafts without having to lose out on RP time. Moreover, it is cool RP for forming meaningful tutor relationships which is neat.

As a final mechanical consideration, I'd love if such a system allowed some kind of direct crafting XP gain, rather than simply a bonus to your crafting while another crafter is doing their thing. It'd be a huge boon for characters who only have a +1 or +2 ability modifier to their craft in overcoming those initial hurdles if having a tutor when a tutor was most needed actually helped gain them xp towards advancing -- making those first baby steps easier,  both mechanically and IC.

What about a version of an ampc, but instead of using a template, you stick with base races while sharing the same tools, like ampc gear, and @voice command. Not all villains are monster. A player would still have to file an application and follow the same rules of having an ampc. I think bypassing the early stages of leveling for the propose of story driven to for the sake of others would be kinda cool.
Also huge. This is something that's been a bugbear of mine for a long time and something I was actually discussing with someone on the server the other day:
I have a love of conflict-based characters, but the nature of the server is that your ability to effectively engage in any kind of direct confrontation is limited by your level. Try to play an antagonist at level 4 and you will get roflstomped, corpse-hidden, or executed by the garda before you hit 5. There are just too many bigger fish, and for most characters your class features/build hasn't hit its prime yet anyway.

What ends up happening is that most antagonists will end up wanting to power-grind themselves to the double digits or even mid-teens before they really start trying to shake things up, but this creates a pair of issues on its own:
  • First, it means that you're going to spend weeks if not months on a hardcore grind just so you can get to the point where you can role-play the character appropriately in the first place. Given how the entire xp system of the server is meant to disincentivize this kind of behavior, that seems to be undesirable. This is doubly true given that the amount of level-appropriate content relative to the server population has felt a bit off since the EE migration.
  • Second, it has the unfortunate side-effect that because you've spent several months grinding this character to the point where they can be a competent antagonist you tend not to want to view the character as disposable. People will tend to resist letting that character close if they can help it, and if you do meet an early-end to your antagonist career (as is sometimes the case with AMPCs) it is kind of heartbreaking.

Allowing people to use the AMPC rules and stipulations to apply for antagonist-PCs of normal races would do a world of good towards making more interesting and meaningful conflicts, particularly as it would mean seeing more conflict-based characters who would graciously expire rather than playing team-based corpse-hide whack-a-mole.

Big +1 from me,  boss.

Quote
Rentable areas
I've been a big advocate of this since the topic first came up ages ago. I'd love to see a ton of more rentable stuff, both in the guard-faction sense and in the Governor's Hotel sense. In the latter case, the Blue Water and Blood on the Vine are already ripe for that kind of treatment. As of now, both places are kind of wasted server space as few people use either set of rooms for their intended purpose. Either one is a bit out of the way compared to other alternatives, and it's always bugged me that Port is somehow the only place where players can "live" in any meaningful sense. Particularly as I've mostly played Barovians.

In the former case, I loved the initiative taken about a year ago to "rent" out different areas in vallaki, though they ended up suffering from two major problems: First being that all of the areas were effectively ruined buildings that have been reclaimed, so it had a very limited appeal for many people or groups. The second being that no locks/keys were ever really made a thing, so even if you rented the refuse-filled, mice-ridden, half-collapsed apartment, anyone could walk in any time. The net result being that you were no better off renting the thing than just wandering in at night.

If the goal is "systems to facilitate individual player-driven roleplay" then giving people more places they can actually invest in and make use of would be a big boon. If I want to start a player-faction, having someplace for that faction to meet is a major benefit and helps anchor people into the region and setting in a way that having everyone meet upstairs at the Lady's Rest does not.

That said, the tradeoff here is that it is probably worth re-examining how the rental systems work. The main problem with the Governor's Hotel is that the rooms all end up filled by people who will hold said room for RL months or years even when they aren't even playing the character actively, just by showing up and paying the rent once a week. Part of this is almost certainly the fact that the GH is the only housing in the server outside of the tenements, so the availability v. demand is absurd. Even still, it might be better if those systems somehow required the players renting them to actively show up and use the rooms for some amount of time per week to still hold the keys or something.

So properties you can rent tend to be run-down or empty on the inside, but what about a series of premade house/shop interiors for each town so that when someone rents a property, they can get a quick tour of the “upgrades” there are to choose from, and select which interior to have linked to the door?
As an addendum to the above, this would be pretty neat, as well.

Quote
RPXP Faction Locations
I've disliked this system for a whole number of reasons, and this is among them. It's always seemed an inherent contradiction. We are repeatedly told that this is a role-play server and we are frequently told about this or that decision being made to enforce the setting. Yet at the same time, we have the same system saying that my random Barovian peasant should, upon hitting an arbitrary point in his life, decide to abandon his lifestyle up to that point, his friends, connections, and ultimately his country.. to don a cravat and move on to Port. Like a Galapagos tortoise, he will reach a point in his life where will be inextricably and instinctively called to some far-off point..

Lame. Extra lame if the character in question is built to do some kind of faction something or other. So short of actually dismantling this system, I'm giving the faction-location exclusion a big +1.

I'd also really like to see something to support the more mundane, average evil characters (as in, not MPCs/AMPCs). I've heard the idea of giving evil alignment a tiny EXP increase or something similar to encourage people to play evil more and enforce the idea that good is meant to be outnumbered and outgunned, as well as counterbalance the fact that evil characters typically end up getting less support and assistance. It should be hard for good to triumph rather than the other way around really.
This is actually pretty hardcore related to the earlier antagonist thing. One of the major bits of contradiction between fluff and server reality is that we are told in the fluff that evil is pervasive, temptating, and on the demiplane of dread, ultimately triumphant. Good is supposed to be compelling because it's both challenging and ultimately futile, but that the struggle itself is heroic.

The reality of the server seems to be the opposite. Good or neutral-aligned characters tend to have a significantly easier time of things. They make fewer enemies, they have an easier time gaining allies and resources, and of the playable areas the only place goodly-aligned characters will really run afoul of is Hazlan. Sure, Barovia is run by a vampire count but on the day to day you don't see Garda busting good-aligned PCs chops unless they are doing something stupid or breaking the obvious laws.

Meanwhile, evil is supposed to be a temptation. The easy path to power... But it isn't. Evil doesn't really gain you anything on the server. There are a few prestige classes with an alignment requirement, but that's about it. If you get a DM noticing you being evil, you might get a DP check but there's no real guarantee that a gained dark power will be any kind of net gain. Even necromancy is kinda meh on the server, as despite the number of feats you might sink into it, summons just aren't great on the server. In addition, there's also a significant cost to being evil. Being openly evil will dramatically limit your number of potential allies in a way that being Good does not, and often will make you a target for Team Good Guy™. Being openly confrontation as a Good-aligned character pursuing good is generally rewarded by the player population. Being openly confrontational as an Evil-aligned character doing evil generally means that you will get bounties on your head and a posse after you.

All of those things would be fine (IC actions get IC consequences) save that it directly contradicts the setting fluff. Not only is evil not a tempting path to power and darkness, it's actually way more difficult to pull off in the long run. In a gothic horror setting, let alone in the Demi-plane of Dread, this seems backwards.

And a Teacher/Student system for spells. If we can't scribe them because of the economy (Although I think if you kept an XP cost people wouldn't become scroll mills) then allowing wizards to trade their knowledge would facilitate great RP.
This would be awesome as well. In any other version of the game, wizards trading spells around is part of the assumed class-features of a wizard. It's disabled here for reasons largely related to the item economy. Allowing Wizards to somehow teach spells would not only restore the component to the class, it has a number of related benefits:
  • Lack of spell-trading means that wizards are more reliant on grinding on a server that seems to otherwise want to disincentivize grinding.
  • Apprentice/Teacher RP is a really fun part of the tradition and having an actual reason to engage in it would be great.
  • Any time you can create meaningful incentives to form and maintain relationships IC, it's a good thing.

Honestly, I wouldn't mind seeing a more comprehensive "mentoring" system in the game in general. Wizards and crafting were obvious examples, but how nice would it be for your freshly misted would-be warrior to form a meaningful relationship with a veteran who can then tutor them in a meaningful fashion other than letting you bunny off their XP while they fight things way out of your level, or bringing you gear you shouldn't have yet so you can go grind on your own.

From the other side of it, I love the notion that a veteran swordsman character might choose to become a fencing instructor or something and that mean something other than just hand-waving the RP XP for it. Right now, the only place that an apprenticeship situation matters in any objective way is if you're going for a prestige class that requires training from another member of that class.

The server seems set up in such a way that we want to incentivize RP and disincentivize grinding mobs. The more ways you give people to meaningfully work towards their goals other than grinding mobs for xp/gold/items/scrolls, the closer you will come to that.
I love everything about this post.

I too, love all these posts. Almost as much as the Morninglord.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: TheFury on June 26, 2019, 07:12:51 PM
All great questions regarding the Gaping Wound, but ones that should be learned IC.
Agreed, my point was more if this would be handled via a script or if it would be handled through IC RP? :)

Script ideally with a certain level of control/oversight in some cases. The problem with non automated systems is that they heavily rely on a handful of people and are often not used to their full potential and tend to sit dormant. A good example is the Drain’s backrooms vs the Governor’s Hotel. One is essentially never used, the other always full.

A system that relies on guard PCs as is the case here only works when the guard faction is active, which isn’t always the case. It also penalizes people in the wrong time zones.

An automated system with oversight capability from the Garda/Gendarmes would be optimal. The Governor's Hotel is a prime example of a location that utilizes an automated system, but all of the bigger rooms and even the Penthouse are closely guarded and coveted by PC's that may not even be Dementlieuse, or commit a significant amount of time to Port-a-Lucine's roleplaying scene. If say, at some point areas are added to Dementlieu for this purpose, I'd rather not just have Joe Schmoe from out of town come in and rent it for the weekends, and then abandon it, leaving the property effectively vacant but booked and thus not adding to the roleplay locally in any significant fashion.

For the rental properties in Barovia, the fact that a Garda has to approve the selling of the property and has oversight capability encourages someone to be present more often, and keeps a dialogue rolling. Once it turns anonymous, automated and guaranteed, it just feels like there's no motivation for them to stay around. But that might be a Dementlieu issue more than Barovia, which is where people usually leave Port to go to.

I'd advocate creating more places like the areas in Barovia rather than destroying the automated system in Port. The Governor's Hotel is just that--a hotel. Not an apartment complex. It should be aimed at extended stays for those from out of town rather than being the only option for Port locals who don't want to live in the tenements. Give some incentive to attach to the other housing, like having it be nicer or less expensive.

I'd never rent a room in the Marriot downtown for months on end when I can pay a cheaper rate for my own apartment that has roughly the same degree of niceness if I live here. But it's far less complicated for me to rent a hotel room when I'm in Japan for two weeks.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: King Pickle on June 27, 2019, 07:55:14 AM
I suggest automated rentable estates for native PCs according to their class/race etc.
Like large manors available only for nobles in Dementlieu and Mulan in Hazlan.
Maybe OCR should play a part in who can rent what form of accommodation and where.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: HopeIsTheCarrot on June 27, 2019, 10:26:55 AM
I suggest automated rentable estates for native PCs according to their class/race etc.
Like large manors available only for nobles in Dementlieu and Mulan in Hazlan.
Maybe OCR should play a part in who can rent what form of accommodation and where.

+1
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: ViktorYouFool on June 27, 2019, 10:39:44 AM
All great questions regarding the Gaping Wound, but ones that should be learned IC.
Agreed, my point was more if this would be handled via a script or if it would be handled through IC RP? :)

Script ideally with a certain level of control/oversight in some cases. The problem with non automated systems is that they heavily rely on a handful of people and are often not used to their full potential and tend to sit dormant. A good example is the Drain’s backrooms vs the Governor’s Hotel. One is essentially never used, the other always full.

A system that relies on guard PCs as is the case here only works when the guard faction is active, which isn’t always the case. It also penalizes people in the wrong time zones.

An automated system with oversight capability from the Garda/Gendarmes would be optimal. The Governor's Hotel is a prime example of a location that utilizes an automated system, but all of the bigger rooms and even the Penthouse are closely guarded and coveted by PC's that may not even be Dementlieuse, or commit a significant amount of time to Port-a-Lucine's roleplaying scene. If say, at some point areas are added to Dementlieu for this purpose, I'd rather not just have Joe Schmoe from out of town come in and rent it for the weekends, and then abandon it, leaving the property effectively vacant but booked and thus not adding to the roleplay locally in any significant fashion.

For the rental properties in Barovia, the fact that a Garda has to approve the selling of the property and has oversight capability encourages someone to be present more often, and keeps a dialogue rolling. Once it turns anonymous, automated and guaranteed, it just feels like there's no motivation for them to stay around. But that might be a Dementlieu issue more than Barovia, which is where people usually leave Port to go to.

I'd advocate creating more places like the areas in Barovia rather than destroying the automated system in Port. The Governor's Hotel is just that--a hotel. Not an apartment complex. It should be aimed at extended stays for those from out of town rather than being the only option for Port locals who don't want to live in the tenements. Give some incentive to attach to the other housing, like having it be nicer or less expensive.

I'd never rent a room in the Marriot downtown for months on end when I can pay a cheaper rate for my own apartment that has roughly the same degree of niceness if I live here. But it's far less complicated for me to rent a hotel room when I'm in Japan for two weeks.
I suggest automated rentable estates for native PCs according to their class/race etc.
Like large manors available only for nobles in Dementlieu and Mulan in Hazlan.
Maybe OCR should play a part in who can rent what form of accommodation and where.

+1

Going to agree on these counts. My noble has been looking at getting a hotel in port, but that's a mixed bag. Even without touching how occupied those rooms tend to be, the way they are set up is suboptimal for the kind of RP I'd actually want them for.

I don't need a private bedroom to RP going to bed. If Espen were romantically involved, that would probably have more of a use in the sense of giving the characters a place to be domestic together, but for me that's a relatively minor concern.

If I'm shelling out thousands of solars a week, what I really want is a place that I can be operating out of while staying in port. I want a place to conduct business, have meetings, entertain guests. All that nonsense that nobles do. Even ignoring the crazy competition to actually acquire and hold onto a room in the Hotel, only the most expensive-tier rooms actually have the kind of layout necessary to do such a thing effectively. Most amount to "here's a couple chairs in my bedroom." They are very nice chairs, but still.

Some new areas to represent upper-scale apartments would be awesome, both because they would help ease the competition to acquire rooms to some degree, and because it'd give a chance to have rooms better suited to the above, which I'd argue is better for promoting player-lead RP than the existing rooms.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: EO on June 29, 2019, 09:25:46 AM
Just a clarification: the plan is not to add player housing in and of itself. Player housing, especially individual buildings, does not encourage interactions between people. Instead it isolates people more by segregating them into smaller groups. What we want to encourage are rentable buildings or locations that players can occupy either to run temporary factions or conduct merchant activities or other purposes that are inclusive. There will be a few rentable areas that will be for more private use (like the Governor's Hotel) but we won't focus our efforts on adding many of those.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: BraveSirRobin on July 01, 2019, 12:04:24 PM
Just a clarification: the plan is not to add player housing in and of itself. Player housing, especially individual buildings, does not encourage interactions between people. Instead it isolates people more by segregating them into smaller groups. What we want to encourage are rentable buildings or locations that players can occupy either to run temporary factions or conduct merchant activities or other purposes that are inclusive. There will be a few rentable areas that will be for more private use (like the Governor's Hotel) but we won't focus our efforts on adding many of those.

Maybe if you put some in Barovia the foreigners will get out of Dementlieu.

(https://cdn.discordapp.com/attachments/453124522795597825/595283730201968641/unknown.png)
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Kamfrenchie on July 01, 2019, 01:42:06 PM
Just cleaning the rented properties would be great. The carpenter kit could be used by players to customize as they see fit. Add beds and big tables and voila !

As for other customisations options... how hard would it be to implement more minor feats or backgrounds ? I was thinking we could implement some sort of "flaw" feat.

Like say:
Allergic: minus 2 to rolls against poison.
Phobia : reversed favored enemy pretty much
Coward: minus 2 save vs fear and terror

Etc.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: Hypatia on July 01, 2019, 01:49:46 PM
OMG flaws would be great.
Title: Re: Suggestions - Systems/features to facilitate individual player-driven RP
Post by: EO on July 29, 2019, 09:47:42 PM
Quote
Next update:
-4 new MPC templates (Death Knight, Vassalich, Werecrocodile, Red Widow)
-Ability for guards and gendarmes to get a general idea of a PC’s OcR in their domain
-More tools for MPCs (ability to summon henchmen, store to buy props, expansion of the howl function)
-Removal of ECL for the remaining MPCs that had it

These are now in.