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GM x GM = More Fun

Posted: Thu Aug 12, 2004 12:55 am
by Arkadia Misella
I could be completely wrong on this, but I may be very right.

Right now there are only a very few GM's that actually help with the games RP that I can tell. Perhaps it is time to spread the power.

Now of course we have our usual GM godliness that run around as ghosts and instigate troll attacks, but I would like to see more people with power.

I suggest that a handful (I am thinking four max) be chosen through a very specific process to insure that no nonsense would occur and give them full gm powers. Two "good" and two "bad" characters lets say. At that point it is still the player controlling the RP of them game, only with alot more help. Let these four do as they wish (within reason) and have them always communicate with one another. Also these "Uber Players" ((hehe, I like that name)) would also take pressure from the true GM's. Lets say one is a thieving guild....and a character wishes to possess thief gloves..instead of writing gms and harrassing them, it would be up to the guild leader and they would decide if the palyer had earned it.

It seems that the "leaders" of the island are no more fit to lead anything than the normal guy on the streets, and people are aware of this. Enacting this may also help calm the need for everyone to try and become the most powerful. This may also solve many players complaints about how it is "impossible" to play a "bad" character. The characters chosen for such a gift should be very active players and characters. It is one thing to know that a character is very powerful, but it is another to see them in game frequently. A prime example was the character Darlok. Many feared Darlok, but due to very long absenses, unless he was on their screen, few feared him.

I hope this suggesstion or another variant could be enacted to help spice the staling roleplay of Illarion.

Posted: Thu Aug 12, 2004 12:59 am
by Trystan Gravstyn
I agree to this proposal of Ark.

It is a good idea, but it also has many dangers. Those players should be in constant watch of the "true" GMs, for example.

If not, there would be a great chance to abuse this powers.

Anyway, maybe there are players who are trusted enough to do such a job.

I like the idea.

Posted: Thu Aug 12, 2004 1:03 am
by Arkadia Misella
Indeed their actions should be watched.
Some characters I thought up off the top of my head I feel were played great and I could see having true power over a normal character would be :

John Irencus as a great warrior
Bloodskull Grunith as a great warrior
Dyluk (whose kitty av I LOVE!) as a warlock
Vahkos Nostral as a necromancer

There you have two "good", one "nuetral" and one "evil" character

Just examples of course though

Posted: Thu Aug 12, 2004 1:13 am
by Domitrio
John definatly needs to be able to truely "hire" guards. I would say... Athian has done a great job as a warlock, although some might dissagree. The theif leader as you said could be one of the theives newly in town, but they need to prove themselves to all of you first. I'm sure they will, we... er... they are pretty good at it. Although I wouldn't like to see my name plastered up here as "Theif leader". It would kinda kill the element of suprise.

Posted: Thu Aug 12, 2004 1:16 am
by Trystan Gravstyn
We're not argueing about people here.

(It was just an example of Ark. Vahkos is dead, for example)

Let's speak about the proposal.

People can be chosen anytime later.

Posted: Thu Aug 12, 2004 2:04 am
by Drogla
We need more then just a theif, necromancer, warrior, and a warlock

Dont forget, Items can be created, so we need a merchent (me me!)

Instead of makiong a feqw people GMs under watch of the other GMs, just limit the power of the new GMs--> the warrior gets extra skills and weapons adn armor that are special. Necromancer can only summon monster. a merchant type GM would only be able to create iutems.

Yea, partial GM powers...

Posted: Thu Aug 12, 2004 2:18 am
by Kasume
war·lock
n.
A male witch, sorcerer, wizard, or demon.
Warlocks are NOT half magic half fighters!! That's FINAL.
*sigh*

Posted: Thu Aug 12, 2004 3:24 am
by Moirear Sian
I'd suggest structuring it all a bit clearer. Four to six of these "extra GMs" would be preferable, and I'd create portfolios for them as to have some plausible overview (and so the "roles" can be passed on smoothly, if these players go away for longer periods of time). For example:

• Urban (Guards&Craftspeople) ++
• Wilderness (Rangers&Druids) +
• Outsiders (Rogues&Outcasts) -
• Threats (Villains&Evils) --
• etc.
Legend: type (governed archetypes/NPCs) alignment

Posted: Thu Aug 12, 2004 8:14 am
by martin
I am sorry, girls and boys, this is not going to happen.

Martin

Posted: Thu Aug 12, 2004 8:55 am
by Kasume
martin wrote:I am sorry, girls and boys, this is not going to happen.

Martin
Happy to hear.

Posted: Thu Aug 12, 2004 8:56 am
by Moirear Sian
Me too.

This should be "solved" ig.

Posted: Thu Aug 12, 2004 9:46 am
by Keunthus
Never giva a warrior extra power. Why have extra strong warriors without training? That doesn't make sence. A mage, warklok, priest or necromancer could have got a powerful artifact. The only thing a warrior could get is a master weapon. They shouldn't.

Posted: Thu Aug 12, 2004 11:09 am
by Moskher Heszche
Instead of that kind of hassle to make it more possible to be a villain character, how about hassle of another type?

How about an undercity?

Put some sewers and a few natural caves under Trollsbane where criminals can interact and roam free.

Just like it's good roleplaying for criminals to be too afraid to sneak into town, it should be considered good roleplaying for guardsmen to be too afraid to sneak into the undercity. Problem solved.