Started by AJ_Flowers, April 29, 2009, 10:45:31 PM
Quote from: Callan S. on May 10, 2009, 07:37:39 PMMy question wasn't so much as to whether it could be done, but why? And to be specific, that doesn't have to be a 'why' that satisfies/makes sense in terms of my needs. As long as it satisfies the speakers needs, that's cool.
Quote from: John Adams on May 04, 2009, 10:26:53 AM... but AJ confirms it's pretty much exactly what I expected.
Quote from: John Adams on May 04, 2009, 10:26:53 AMWhat is a major pitfall of Story Before gaming? Railroading. I'm not at all surprised poeple complain about it in City of Heroes, it's been the core game design since Day One. All of these games are different flavors of "kill a goblin, get a reward" and that's all they are designed to be. A mission editor won't change it into something else. (I'm still really glad they released it and I have an itch to create a mission or two to see how far I can take it, but I have no illusions.)
Quote from: John Adams on May 04, 2009, 10:26:53 AMSo what if Capes was the inspiration for City of Heroes instead of Champions? Turns out I've put a lot of thought into that.* Players would play heroes AND villains AND civilians. Each character type would provide unique rewards and interact with the other types in unique, story-reinforcing ways.* Players would spend resources to create conflicts and earn resources when other players engaged those conflicts. My villain burns a few points so he can dangle Mary Jane over the edge of 20 story drop. If I drop her and she goes splat! I get nothing in return, so I'll do it when your hero is rushing up to save her. If I drop her and you heroically save her, I get points. You would spend points to catch her, but maybe you earn a different kind of reward at the same time.By the way, Mary Jane is played by Bob. Bob spends points in this situation for a "terrified scream" which inspires (buffs) your hero so he can punch my villain's head in.All of this currency/economy is built around creating an exciting, genre-appropriate story with theme.* Players would cooperatively assemble a scene from a large collection of parts, rather than travelling to a certain place in a huge, pre-defined game world."That was a great scene. Can we do one where Captain Awesome finds out who took the Gauntlet of Power?"Set Piece: wrecked science labCharacters: Captain Awesome, Firebrand, Penny McCordType / Subtype: Dialog / Revalationetc.The hard-coded bits would define not just the the set pieces but also which game sub-systems or mini-games would be in play and how the players would resolve the scene.
Quote from: evilphd7 on May 20, 2009, 05:55:43 PMSupervision: Someone needs to be in control of the RP and by "in control" I don't mean railroading (which is actually worse, in my opinion, than having no rule enforcement). I'm talking about some devine, all-powerful force to enforce the rules and consequences. In an ideal world filled with reasonable, honest people who aren't only motivated by winning at any cost, supervision would be unnecessary; unfortunately there is this extreme need to "win" and I find that a majority of players you encounter have no compunction about cheating or bending rules to achieve that.
Quote from: evilphd7 on May 20, 2009, 05:55:43 PMUltimately, I'm trying to decide if finding RP online is even worth the bother. I'm not sure if the problem is that online environments simply can't have the basic elements required for RP, if my standards for RP are too high or if the average gamer is a personality so unpleasant that I'd rather not bother interacting with them.
Quote from: evilphd7 on May 20, 2009, 05:55:43 PMThe end result is that players eventually realize that the GM character cannot be damaged, toppled or removed so ... why bother playing a game you can't "win"?
Quote from: Ron Edwards on May 21, 2009, 07:46:28 AMThis is where Callan and I disagree profoundly. I think humans can communicate and play together without a manual for every imaginable exchange. However, to do so, the social situation cannot be come-one, come-all, do-as-you-please.
QuoteWhat I often see is that these 'rules' are usually a string of ambiguous words and non explicit context that requires sympathy toward them, for some sort of semblance of following their intent to occur.
QuoteWhat you are perceiving, I think correctly, is a lack of common ground and a lack of interest in the other players.