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RolePlay Suggestions - Because I hear lots of RP problems

Posted: Mon May 14, 2001 11:14 pm
by Dralek
Let me start by admitting that I have not yet played Illarion. Why? I don't have windows 98...yet. I will, in a few days, and then I will log on, probably as Dralek. However in the mean time I have been looking over the board and from what I have seen/read Illarion looks like a solid MMORPG. The truth is that many people don't play these to RP, but to PK and become powerful. The only way I see to cure this is forced grouping. The specific skill system I just read over is a nice idea, but lacking in that its sort of unrealistic. Decaying skills are a better idea. The way to force grouping is plot. I have yet to see a MMORPG with any sort of plot that is stuck to. Why is this? because it is a strain on the gm's. What needs to be done is a constantly moving plot that players MUST interact with. Some of the villians in the stroy are so powerful that even the strongest warrior will be blown away by their magic, and the greatest magician will be swept away by their mightly blows. The idea is to create foes so powerful that gorups of 3+ adventurers are needed to kill one. If the plot revolves around war, armies of these could be assembled and attack cities. If no players care, then before long they will be sitting behind walls surrounded by monsters they can't kill. What this does is force players to band together into armies, and bands to fight back. Like in real life, many players are lazy when it comes to RP and wont do it unless they must. Players could even choose sides, working for or against, fueling pvp RP combat. Guards and such are also a must, the players need to band with someone.

Back to the powerful monsters for a sec. Imagine a beheamoth of some sort, an ancient monster with darm magic never before seen, giant claws, and weapons mastery, more then a foe for any warrior. Now one of these is rampaging the countryside, attacking mines and other areas. In order to fight such a beast, a fighter, mage, cleric, and archer may all have to wokr well together to take it down! this encourages group work as well as friendships and bonds. With an ongoing story line, RP is always needed, and the game never becomes mundane: level up ! time to go mine for three hours then raise blacksmithing to the next lvl. yay. Time to lvl again so I can kill dragons. Story lines are a must and so far, no RPG has done this to any effect.

RolePlay Suggestions

Posted: Mon May 14, 2001 11:30 pm
by Damien
We already had a skill decay, it just destroys role playing because one cannot even talk to others without someone training or without own skills dropping.
Just the fear that the own skills COULD drop starts this kind of behaviour by most people.
Skill decay was no solution.

RolePlay Suggestions

Posted: Tue May 15, 2001 3:53 pm
by Captain Kirk
Hallo

u mean we had a time based random skilldecay :-(
if u die u still loss skills and thats ok and if we get a skilldecay for long not used skills it will be fine too

Bye
Read ya
MfG

Capt. Kirk

RolePlay Suggestions

Posted: Tue May 15, 2001 8:11 pm
by Damien
Exactly placed. Yes.
A decay would really be okay for longtime not-used skills.

RolePlay Suggestions

Posted: Tue May 15, 2001 9:59 pm
by Dax
D,

Good ideas and such, but Most of what you suggest is out of the question to this point.

I hold all my views to see the system grow.

The system for fighting, skills and whatever lifestyle we run is our foundation. With a weak foundation you can only build so much on it so high before it becomes unsturdy.

I wait in quiet anticipation.