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Deal with it.
Posted: Thu Jul 19, 2012 10:15 am
by xHarlequinx
Judging by some recent posts from the GMs, it sounds as if one of the things that is preventing faction quests, etc. is a fear of a flood of whining from the players in other factions and accusations of favouritism. What we've ended up with is a largely static world (besides what the players can do themselves, i.e. PvP). This is like a world where there is no Christmas/Ramadan/Passover/whatever for fear of offending other religions. Basically everyone loses.
Seeing as we're trying to bring some maturity to the world of PvP/RP, can we not try to do the same for faction quests? By faction I would separate it by religion and guild that are large enough to have their guild colours (but obviously there are some factions that are largely made of players in another specific faction (Telborea/Tekstone) so this should be kept in mind when ensuring quests are distributed equally).
For players: Don't whine if you feel like other factions have had more recent quests than you or if your quest ideas get rejected. Know that your turn will come.
For GMs: Track the details of faction quests on the GM board so you can make sure that one faction isn't getting a disproportionate number or size of quests. Try to provide detailed explanations of why quests aren't suitable (e.g. too large of an impact on gameplay, too much work, becomes problematic if everyone asks for similar quests of the specific type, etc. etc.)
Re: Deal with it.
Posted: Thu Jul 19, 2012 10:56 am
by Mike
Sounds pretty good.
Re: Deal with it.
Posted: Thu Jul 19, 2012 11:34 am
by xHarlequinx
Just an example of some of these types of quests:
1.) A new guild has grown sufficiently large and would like to have guild colours.
-Guild must collect large amount of rare hides/bones/reagents to provide to ancient alchemist to make the new tub.
2.) Imperial wants to have Imperial coloured lights in their city
- Must collect large amounts of specific ores, whatever else to create dyes in order to have correctly coloured items.
3.) Tekstone wants to vandalize the light posts
- Must collect so much dragon blood / obsidian to make black dye to stain the lamp posts.
- Could then build on this, and while Tekstone are hunting / gathering the materials an NPC run by a GM comes across them and figures out what they're trying to do. Tries to run to escape. If Tek. catch him, all's good. If he escapes, warns Imperial and now it becomes a race whether Tekstone can get the necessary dye or Imperial can protect their lamp-posts through their own quest. Likewise, Imperial could know that Tekstone is probably going to be gathering dragon blood so try and ambush them at dragon locations.
Re: Deal with it.
Posted: Thu Jul 19, 2012 11:57 am
by Glarundis
good ideas.
i was thinking more like, things that happened IG and would affect your gameplay, with or without quests, but this sounds good.
i'm sure if all the 4 religions put in the rp, the gm's will make quests/events/whatever that affects everyone, at the same time or not. same goes for the large guilds, but about guildless people and in small guilds? :/
i bet they have an alt in one of the religions or a big/important guild
Re: Deal with it.
Posted: Thu Jul 19, 2012 1:06 pm
by xHarlequinx
This isn't to say that faction quests should be more common than global quests or anything. Just saying that it seemed like faction quests were largely being written off as causing too much whining and that shouldn't be the case.
Maybe individual / small quest guilds can be incorporated eventually, but this is where the issues of favouritism, etc. becomes more problematic (we just don't have enough staff to run personal quests for every individual or small guild).
Re: Deal with it.
Posted: Thu Jul 19, 2012 7:15 pm
by Biggs
there should be no quests for SINGLE groups. unless the mods drop nothing but a head and evidence.
Re: Deal with it.
Posted: Thu Jul 19, 2012 7:25 pm
by Zaradon
Dunno, i can successfully make PvP and PvM quests without the need of a GM's help.
Its not for the benefit, its how you put it together and make it look like.
As i've sayd before, its up to you how you make your gameplay fun without destroying it for others.
Re: Deal with it.
Posted: Thu Jul 19, 2012 8:00 pm
by xHarlequinx
Biggs wrote:there should be no quests for SINGLE groups. unless the mods drop nothing but a head and evidence.
Why? I'm not talking about loot quests, I'm talking about changes to the world that don't affect gameplay. Like decorations, special hair colours, or things that would happen anyway such as dye tubs, piety increases, etc.
And ya, Zabren, it's possible to make player-run PvM/PvP quests (and we should) but the world still ultimately stays static. No way that other people/factions will know what you've done and still the same old world everywhere.
Re: Deal with it.
Posted: Sat Jul 21, 2012 4:46 am
by Athan01
Biggs wrote:there should be no quests for SINGLE groups. unless the mods drop nothing but a head and evidence.
>
why not? if an individual guild or religion gets a good crew together why not give them a mini-quest?
unfair you think? - the put a small group of your own together and request one
i think this is a great idea
Re: Deal with it.
Posted: Sat Jul 21, 2012 8:51 am
by Monad
Those are doable and even already done something similar. I think best way to go on with this is that you guys come up with the ideas/requests you want to make and we either turn it down (if its too massive or too benefical/inbenefical) or give you requirements what's needed to accomplish that. I think there should be some limit on the things what we build though, otherwise I can already foresee the flood of request of different stuff coming from each direction.