Author Topic: Worldbuilding - BattleMaster at its best  (Read 15765 times)

Stue (DC)

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Re: Worldbuilding - BattleMaster at its best
« Reply #30: August 03, 2011, 05:53:57 PM »
i was not thinking about some ideal mix of two ingredients, but of any mix - whenever one of component misses, that is what stalls game.

if so-called strategists (which often became ugly name for everyone who put emphasis on team work and cooperation) mercilessly push their button with no care for developing their character storyline and flavor, that is bad.

you stated opinion that mixture should be on interplayer level, so good mix of strict strategist and strict rp-ers would make fun, while i never saw it in reality - on contrary that would more likely be double-stall. every player has to use at least on minimal level of style which he does not prefer.

also, if so-called rp-ers ignore in game events and just send their overly long lyrical impression, that is also bad.

it's pity when rp-ing potential is measured by length of green letters - i feel people should develop their characters as actors in play, where stylish verbosity should not be major criteria, not to mention those whose english skills are limited (as myself, for instance).

it is also pretty apparent that without in-game events rp-ing attempts are doomed, lyrical escapades without any dramatical moment simply cannot hold for long.

if you force "button-pressers" to send long letters, or deprive them of their basic buttons, that could be only scenario worse than overall silence in my opinion.

though there are examples where too much buttons kill rp, like too adjustable realm elections options. major political changes in way of changing government system through rebellion would always have great potential for rp, while we have pretty sterile rulers buttons instead.

i could present some more examples where in my opinion game mech issues directly affect rp-ing, but i fear it will go away from main subject.