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Viewing 15 posts - 1 through 15 (of 24 total)
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  • Matias
    Participant

    To explain the forced RP comment.

    You have antag RP it can be consensual where someone knowingly puts their character into situations which present them with risk. It can be non-consensual where someone is abducted from a highly secure do not bother me bunker.

    The greater the negative impact of the antag RP the more likely you will have to find people who are not putting themselves out there for antag RP.

    What do I mean?

    If antag RP is, I mug you, tell you that you suck, and then take something from you while giving you some bruises. That is essentially 1hour to a week to recover from depending on factors like what I took how bad I messed you up whatever.

    If antag RP is, I mug you, bump you up 1-2 invitation tiers and the do the rest of the stuff. That is now days or weeks of recovery time just for the invitation not counting anything else.

    Someone that would be okay with being afflicted with negative consequences for hours or days is not looking at consequences going days to week. Thus you will have less willing participants in antag RP and more salty victims that will go. I got 1-2 invitation and the RP wasn’t even that good. Complain complain complain. Lame lame lame. Then eventual ganksquads.


    Matias
    Participant

    I personally think that T3s being treated as a significant tier is a little silly since the ability to buy foci for T2.

    If T3s could access legendaries or there were more things locked to T3 than maybe there would be a mechanical justification.

    Right now there is only a narrative/theme justification and we do not know if T3s give invitations faster/slower/same as T4 or T5s.

    If it is slower than it would indicate truly higher tiers might be nigh unplayable without actually antaging people by FORCING RP onto them due to everyone protecting their invitation.

    I would personally say every 12 hours of RP between yourself and a T3 should result in invitation raising. You can count minimum interaction at 15 minutes so any emote or text without follow up still has progress to the advancing of invitation.


    Matias
    Participant

    Some missing information

    I do a patrol about once a week

    I do an encounter every 10 days roughly

    I accept encounters every 20 days or say

    I do a lot of smaller scenes with 1-3 people tutoring or answering questions or magic stuff

    My invitation hovers around 5 – 3 and I have gotten down to 3 several times and bought back up to 5.

    I am in 1 society and have only ever been in 1 society

    I am a T2 with extra foci

    Not sure what else might be relevant to favor earning, but if anyone asks I shall answer.


    Matias
    Participant

    I guess we just need to start giving hard numbers to determine if there is a variance.

    Initial favor 283 > 296 > 393 > 501 > 858 > 1179 > spent some karma 1079 > spent some more 879 > 1027 > 1146 > 1371 > 1549 so that is from June 11th to like now. I had several weeks with no favor, petition, no retro favor.

    Gains
    13
    97
    108
    357
    321
    148
    119
    225
    178

    Total Emotes: ~_~
    Combat Emotes: 125
    Public Emotes: 283
    Sex Emotes: x_x
    Antagonistic Emotes: 120
    Victim Emotes: 13

    Influence spent on loyalty praises: 70700
    Influence spent on loyalty disses: 0
    Influence spent on character praises: 30000
    Influence spent on character disses: 0
    Influence spent on appearance praises: 7500
    Influence spent on appearance disses: 0
    Rumors started: 8
    Big game hunts undertaken: 0
    Victims stalked: 0
    Number of times stalked: 0
    Raids created: 0
    Raids attended: 18
    Schemes launched: 0
    Schemes thwarted: 0
    Social events held: 1
    Population at most popular event: 9
    Social events attended: 3
    Adventures attended: 0
    Times having sex: O_O
    Otherworldly monsters slain: 0

    It is interesting that college events are not tracked at all.

    in reply to: Windermere RP #24656

    Matias
    Participant

    Due to the lack of response (I do appreciate those that did) it is really a case of…

    1) The RP was not bought into by the current student roster.
    2) There are drawbacks to being a student and not a lot of resources rewarding them or enabling RP to offset the drawbacks.
    3) Perhaps I will put in a list of request/suggestions and see if we can improve the Windermere grid to try and make the RP space more appealing.


    Matias
    Participant

    I am mechanic dumb. Does the Vigil currently own a borough you need to have territories to generate the favor, right?


    Matias
    Participant

    I believe the issue is as follows…

    1. Everyone gets favor
    2. The gap between high end payout and minimum is very large

    Lets look at other resources which are incentivized like karma. You do an encounter your range is bounded. You do a plot your range is bounded. The variance is presumably due to quality or better understanding of the system but not necessarily large. Favor if true is 50 minimum to 300+ for some.

    1. Only give favor to top X performers by % so larger groups still payout more people so it is still diffused.
    2. Cap favor earned at like 150 and minimum at 50.

    Just become another time bound resource.

    in reply to: Memes #23294

    Matias
    Participant

    When will BF edition come out?


    Matias
    Participant

    This is something that can be achieved via a helpfile or forum guide. We could literally write up a bunch of generic things and just put replacename and then ctrl + f in a notepad!


    Matias
    Participant

    Automod and/or Nova modded many of the comments after the spread hit 6-7 pages.


    Matias
    Participant

    Okay so just a note where I said. Hey people are gonna kill hostile character they do not know the motives of and are not sure what their response will be. You have just said if you are killed for a reason you find insufficient you will retribution kill. That is why people are like better to kill than gamble.


    Matias
    Participant

    I do not think people are killing each other just because.

    I continue to think (and point out) people kill each other because they don’t know.

    When we are playing a horror game based on antagonism. Not knowing what this seemingly unstable or persistent threat might do encourages killing them.

    Once you have killed them it now begins the infinite escalation cycle. You killed them so now they will want to kill you. So now you have to be on guard. Unless someone is willing to signal a de-escalation.

    Even if it is just. Hey lets simmer down I am done (whisper for now) and we all go get karma and come back in a tier up or 2 focus points to battle again!


    Matias
    Participant

    The game is barely staffed in terms of active control of in-character situations via NPCs or commentary.

    We have 3 strong deterrents to bad faith actors: take all their shit, maim them, or kill them.

    Ironically taking all their shit is financially ruinous and might actually affect their combat abilities. Maiming them is not as easy to undo as death and is a permanent impediment. Death is actually mechanically the least significant thing. Like I said irony.

    Now if a player/character or group of player/characters believe someone is doing stuff they do not like in RP, but they are not giving them what they want OOC (this is the give the victor their moment of weakness suggestion) than killing them sends a pretty clear message. These actions and this response equal this outcome.

    So in the case of someone like RG who is notoriously problematic. They make a character. Try and attack the same group or person multiple times and then refuses to RP out their loss state of being beaten and taken prisoner. They will simply kill her character. The tool exists and if they killed someone who anyone cared about they will rez them but the message has been sent right. Do not do THAT whatever THAT was.

    So 100% if someone hunts Luka (or anyone else down) and mercs them for little to no reason. The appropriate response is probably to turn around and merc them back or maim them (which as I noted is even worse punishment).


    Matias
    Participant

    In the Supernatural world death doesn’t have weight though. Every vampire/werewolf pretty much mercs 1 person a month right? The Hand probably has child slave labor and when the kids get to old they send them off to fae games and then when they are pscyhologically broken they send them to an aslyum with demonborn doctors to feed on their suffering. The Supernatural world is harsh and transactional and no one is safe. That is the scary part. I think the deaths (I know of) have created a lot of fallout RP. It isn’t like everyone went shrug well that happened lets go to happy hour! I think a lot of people have taken the deaths and made lemonade with them.

    I still maintain if you do not want to make it ‘easy’ or even ‘desirable’ for someone to kill you. You need to give them a reason not too. That reason is RP. Alternatively if they have killed you without any good reason. Then you know maybe they are a dangerous lunatic and they need to be put down themselves?


    Matias
    Participant

    Like I said. I think the majority of players will not kill someone they have won over if that person provides RP, communication, and some vulnerability. Give the victor their due. A little acknowledgement of being in a losing position or afraid earns a lot of good will. If you cannot do that to avoid death than its kind of like you are wanting an OOC consensus sanctuary in lieu of a mechanical sanctuary. Which is fine if that is the way we want to take the game.

Viewing 15 posts - 1 through 15 (of 24 total)