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Author Topic: Too many areas?  (Read 6155 times)

Honoun

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Re: Too many areas?
« Reply #25 on: June 25, 2010, 01:48:15 AM »
As the server is growing in size and more area's are being added... Just spent some time Hazlan with Asta, awsome domain by the way Devs ;) Can't wait for it to implimented on a permanent basis. Anyway, as the amount of area's grows travelling to and fro from place to place is going to be a problem I will agree. Thus I propose that rideable mounts should be reconsidered for this server. If only so travelling from one locale to the next is all the quicker.

Moridan_X

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Re: Too many areas?
« Reply #26 on: June 25, 2010, 02:14:59 AM »
That is sure tough to respond to, but I'll give it a shot.  :mrgreen: I don't actually think any player approved for an outsider race should be running into the temple in full form, if they do this, they simply shouldn't be playing the race. It shows that the person has no knowledge on how freaks are played, and it also agrees with your point - players shouldn't assume how NPCs react, which in this case, they are.

... NPC reactions.. hmm... Well here is what I'm going to point out. Outsiders (evil ones) are -the most- evil thing you could -possibly be-. There is only one other thing that matches up the evil power rating of an outsider, and that is an evil cleric. Every other class or creature has a diminished rating of evil power. When goat-legged demons start running around inside the temple, it is telling me something. Evil is allowed in the temple, not just minor evil, but the evilest thing in the -entire- game. Demons prancing about in the temple is basically telling me that drow, undead (vampires...zombies, etc), werewolves, murderers, and -all- other evil things are free to run in the temple because they simply just don't come up to the same amount of evil as an outsider.

lol, in the end, the goat-legged demon player probably played too much Amia, and I agree with you on the point of violence. I wouldn't use violence to take down the demon character either, I'd wait for DMs to do it. If they don't do it... lol, maybe they got their reasons, or maybe they don't know/haven't seen anything.

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Something on topic for the rest of you:

The server is big enough to explode my brain lol. I don't know how I'm suppose to RP with ppl when teh server is this big with a thinned amount of people. I will say that there are a lot of cliques too that are high level that are really hard to compete with at my lower level. I'm tryin' to lvl up so I can start causing more havoc. I think more people need to make some MPCs rather than regular PCs, know what I'm saying? It would be cooler to have the good player characters on the weaker end of the scale instead of having it be the Evil people that are losing out when the server is spose to be a 'goth horror'. I've been trying to give plenty of opportunities to people to join an evil group, yet most people deny it because they don't wanna take a risk.
Maze'ukt Rhiakshaz

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LadyDragn

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Re: Too many areas?
« Reply #27 on: June 25, 2010, 02:55:32 AM »
As I play a Morninglordian. I'll speak up a bit

For as long as I can remember, the Faction has never discriminated since even in the dogma it states there is goodness in evil hearts, just as there is evil in good hearts. Its their job to guide to the light.

In the beginning, there were Morninglordians who would chase the Calibans out, but DMs corrected the members stating that all (Undead excluded of course) were welcome to seek shelter in his temple, with the understanding that trouble was not to be caused within the temple.

"Tieflings" are still human, with demonic ancestry. So it is unlikely they will immediately go "EVIL!" if there is a possibility said Teifling could have some good in them. And in my PCs experience, she has dealt with a deceptive teifling that tried to destroy her marriage, as well as one who while not discreet has aided against the churches enemy. But basically, yes the faction is a goody good faction who is forgiving. Heck, when someone stole from the church the NPC said "They must need it more than we do" and forgave the theif.



That being said. Yes, I think parading around exposing the hooves and horns and whatnot is kind of ignoring NPCs though, because the temple IS visited by barovian/gundarakite believers, so such a sight would cause a panic and the NPCs would have to react to that. I know it happened once before, where Ehliel exposed her wings and the Light Carriers quickly escorted her out of the temple. However she was welcome back in when she learned discretion.


But even in the canon book, it states while rare, there can be good aligned Tieflings, just as there can be evil aligned Aasimars. Just depends on the history/upbringing.


As for the O.P.   I don't think there are too many areas perse, cause if there were less then there would be less exploration which is also enjoyable, but a matter of time of travel. I know I tried to make one of those Hotspot things, but by the time I got to the Vistani Camp, travelled the 6 min between to get to the location, it was either over or just didn't happen cause no one was there.


I think this Hotspot is a good idea, if it can draw PCs together (With good IC reason) to which they can then plan an expedition.

HellsPanda

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Re: Too many areas?
« Reply #28 on: June 25, 2010, 04:00:40 AM »
a blatantly obvious tiefling wouldnt have lived too a ripe old age of 12, if they didnt have enough common sense too hide their freakish nature, unless they where circus freaks

vlowe72

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Re: Too many areas?
« Reply #29 on: June 25, 2010, 09:55:17 AM »
Just to clarify... the way we've been playing the ML faction is borderline pacifist.  Anyone is allowed in the temple as long as they are not causing violence, wanted criminals, or aligned with the Undead.  I think this is backed up by the fact that the NPC lightcarriers are not scripted to react to outcasts the way that guards and townspeople are.

On the other hand.. obvious tieflings and calibans are asked to hide their nature, mainly to not cause discomfort to others.  And tieflings are watched very closely...

And now ladies and gentlemen comes the time where I relieve you of the burden of your failed and useless lives.  But if you gotta go, go with a smile!

Moridan_X

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Re: Too many areas?
« Reply #30 on: June 25, 2010, 12:08:37 PM »
In the beginning, there were Morninglordians who would chase the Calibans out, but DMs corrected the members stating that all (Undead excluded of course) were welcome to seek shelter in his temple, with the understanding that trouble was not to be caused within the temple.

So you are saying that if my character exposed tentacles on his face followed by black bat wings with some fish scales all over his body, he would be welcomed in the temple? All that the ML ppl would do is ask him to hide his face and freakish nature?

If he summoned a succubus or vrock then entered the temple, it would be welcomed because it isn't undead? Fortunately my character isn't aligned with undead lol, so that makes it okay? Just make sure to cover those freakish natures?

What if a monster character was feeling "lonely" out in the wilderness, like an Ogre or something? He can't really hide who he is, so would he be allowed to enter if he was a "nice ogre"?

Thank God I haven't seen any "nice ogres" yet. Hell, if I do, I'll have to make a paladin and see what happens lol.

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As for the O.P.   I don't think there are too many areas perse, cause if there were less then there would be less exploration which is also enjoyable, but a matter of time of travel. I know I tried to make one of those Hotspot things, but by the time I got to the Vistani Camp, travelled the 6 min between to get to the location, it was either over or just didn't happen cause no one was there.


I think this Hotspot is a good idea, if it can draw PCs together (With good IC reason) to which they can then plan an expedition.
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Oh, and Kudos to Telkar for making the hotspot thread. That really helps with RP for a lot of people :) It sure does take a while to travel across the maps. I think there needs to be more areas that players linger around because they are attracted to them though. Like the Outskirts, but in different places of the server, where people are traveling, but then again, I think about the playerbase, and I don't think it is big enough to cut into 5 parts, know what I'm saying?
Maze'ukt Rhiakshaz

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Nemien Callishan

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Re: Too many areas?
« Reply #31 on: June 25, 2010, 12:34:02 PM »
I've been in an area where up to ten players were situated with me. They all segregated themselves into cliques of 3-4, and pretty much ignored everyone else.

With my recent return from Dementlieu to Barovbia I've been seeing that recently and didn't like it one bit. Especialy when they start blagging about high level character abilities as if our characters are supposed to know about the game rules (which they clearly don't because the rules are an out of character concept).

But yes. Given how many of the areas never seem to be used I think there might be too many areas in the module.

Generally the western outskirts is a burnout experience that becomes endlessly tedious and predictable. That's why I would usually avoid that place as much as possible with my evil characters, it would just bring headaches. Arguing with every mary-sue touting 21st century morals gets extremely tiresome, especially when it borders on ooc.

The best roleplay, I've found, is far from the outskirts. Approaching the horde of afk outskirts arm-crossers doesn't often bring anything interesting. (Then again, I rarely play anymore due to lack of interesting things to do, since I've seen every single area on the module, plus the fact that any form of PC-on-PC conflict ends in tears and CC complaints rather than interesting roleplay)

Don't forget how they all stand up against those ballustrades instead of using the plentiful chairs that are there for them to sit on. Seriously, how many people insist on standing in real life when there's furniture to use? Some do but it's certainly not the 60% majority it appears to be on the server :p.
« Last Edit: June 25, 2010, 12:44:31 PM by Nemien Callishan »

LadyDragn

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Re: Too many areas?
« Reply #32 on: June 25, 2010, 12:55:54 PM »
In the beginning, there were Morninglordians who would chase the Calibans out, but DMs corrected the members stating that all (Undead excluded of course) were welcome to seek shelter in his temple, with the understanding that trouble was not to be caused within the temple.

So you are saying that if my character exposed tentacles on his face followed by black bat wings with some fish scales all over his body, he would be welcomed in the temple? All that the ML ppl would do is ask him to hide his face and freakish nature?

If he summoned a succubus or vrock then entered the temple, it would be welcomed because it isn't undead? Fortunately my character isn't aligned with undead lol, so that makes it okay? Just make sure to cover those freakish natures?

What if a monster character was feeling "lonely" out in the wilderness, like an Ogre or something? He can't really hide who he is, so would he be allowed to enter if he was a "nice ogre"?

Thank God I haven't seen any "nice ogres" yet. Hell, if I do, I'll have to make a paladin and see what happens lol.


That's a bit over the top honestly. Of course if someone starts summoning full on demons (succubi/pit fiends) then the Morninglordians are going to strike that "Pure" evil from their temple. Teiflings are not full demons though, which people are failing to understand. They are still of human heritage, and it is that human side the ML'ers try to reach out to.

If your PC had deformities like that, yes they would tell you to remain discreet and keep those features hidden, but they wouldn't run you out if you weren't doing any harm. By doing harm, we mean causing panic, stirring up conflict, making threats.. that is not condoned in the temple.

Known Necromancers are also unwelcome in the temple, until the "Change their ways". As for Ogres, now you're just being silly since its not a "Supported Race". If a DM chose to do that, then a DM would also be present to run the NPCs reaction, but yes as Vlowe said, they are a pacifist faction for the most part, they'll strike against those harming innocents and especially the undead but they aren't going to raise their spears to someone who can't help be what they are IE: Calibans/Tieflings.

As long as they behave, they are fine.

HellsPanda

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Re: Too many areas?
« Reply #33 on: June 25, 2010, 01:25:53 PM »
I remember one time, that a MLian was defending a self admitted necromancer inside the temple from two warriors

hugolino

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Re: Too many areas?
« Reply #34 on: June 25, 2010, 09:24:45 PM »
I remember one time, that a MLian was defending a self admitted necromancer inside the temple from two warriors

I remember when a (presumeably Dark-Powered) human with strong, overt undead characteristics would hang out inside the Temple, although it can be argued that he just had several rare diseases that involved rotting flesh and such so perhaps it was justifiable.

Mrjunkie

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Re: Too many areas?
« Reply #35 on: June 26, 2010, 03:18:33 AM »
I remember one time, that a MLian was defending a self admitted necromancer inside the temple from two warriors

I remember when a (presumeably Dark-Powered) human with strong, overt undead characteristics would hang out inside the Temple, although it can be argued that he just had several rare diseases that involved rotting flesh and such so perhaps it was justifiable.

I remember....on a cool autumn eve, barely after twillight...i was 5 and she was 6, we road around on horses made of sticks...bang-bang, she shot me down...bang-bang...i hit the ground, bang-bang...my baby shooot me down!

 :offtopic:

hugolino

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Re: Too many areas?
« Reply #36 on: June 26, 2010, 05:27:59 AM »
:offtopic:

It relates to player experience of the Outskirts area where it seems most players can be found due to dispersion.

Jay

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Re: Too many areas?
« Reply #37 on: July 09, 2010, 07:36:58 AM »
Since Threnn opted to set up a PC camp at the orphanage it seems that a lot of people are migrating there. I know my Paladin spends every night there now come hell or high-water. I think the idea of allowing the plot to influence where people hang out would be a great way of controlling where people go. I’ve lost count of the number of times I’ve been sat on my own and someone has come by in the middle of the night and said “why are you stood there” so I tell them about Ghouls etc and then I get a pm saying ”Yeah but there are no GM’s online” and I’m just like “Yeah but my character doesn’t know that!”
By not scheduling the threat and leaving it constant and open, as well as some dedicated RP for a few good people it created mini-hub outside Vallaki has been created. And it makes for some fantastic RP when you have hours and hours to kill every night.

respawnaholic

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Re: Too many areas?
« Reply #38 on: July 09, 2010, 10:58:55 PM »
Since Threnn opted to set up a PC camp at the orphanage it seems that a lot of people are migrating there. I know my Paladin spends every night there now come hell or high-water. I think the idea of allowing the plot to influence where people hang out would be a great way of controlling where people go. I’ve lost count of the number of times I’ve been sat on my own and someone has come by in the middle of the night and said “why are you stood there” so I tell them about Ghouls etc and then I get a pm saying ”Yeah but there are no GM’s online” and I’m just like “Yeah but my character doesn’t know that!”
By not scheduling the threat and leaving it constant and open, as well as some dedicated RP for a few good people it created mini-hub outside Vallaki has been created. And it makes for some fantastic RP when you have hours and hours to kill every night.


I have to admit the folks hanging out there have done a good job of making it interesting. Hell I have to INVENT IC reasons why my selfish, and not particularly heroic ranger would go there.