Author Topic: How to improve the game without changing mechanics  (Read 16810 times)

pcw27

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So to get back to the core topics I think a big thing to work on is what can best be described as "archetype balance".

Right now there are a few archetypes that show up most in Battle Master and they show up in great numbers. They're often played in a way that just doesn't work, so I'm setting out to identify these play styles and suggest ways to modify them to ad intrigue and complexity.

The Follower:

It seems to me that the most common archetype by far is what I'd refer to as "The Follower". They follow orders, don't get involved in realm politics, don't talk much and basically go with the flow. When it comes to conflicts, they are usually tacitly loyal to the crown. Admittedly its normal for there to be a few followers in a realm, but too many who are also too effete to do anything leads to stagnation. I understand that not everybody has the time or interest in creating an especially complex character, but at least think a bit about who you're really loyal to. If you're a warrior, maybe decide you back the general more then the king. If you're a courtier maybe it's the judge or the banker. Or maybe you're loyal most of all to your lord or duke. Mention this here and there. March into battle crying "For (insert thing you value)" and if that thing is in danger follow that instead of the realm.

If you're a lord or duke, you really have no place playing this archetype. You have too much power. It's too important for everyone else's fun that you do something interesting with it.

The Loyal and Honorable:

This is a bit like the follower but a little more involved. You're outspoken about the importance of duty and honor. You write heroic role-plays. You will never lie or cheat and you are fiercely loyal to the crown. This is fine if it makes up maybe a third of the realm, but any more then that and you've got a boring realm with no conflict. Like the follower you can shake things up by changing the focus of your honor and loyalty by making it first and foremost to someone other then the king. Another thing to consider is looking at the figure you're loyal too, say the king, as someone you need to compete for against your realm mates. You want to show him who's the best in battle. Or who makes his lands most prosperous. Naturally, this can lead you into conflicts with other members of your realm. No one likes being told they're an inferior warrior or an incompetent administrator. Now an important part here is that sometimes rulers will suppress these sort of conflicts because they're also wrapped up in being overly honorable and benevolent. I'd advise against this. Pretend for a minute that realm members are not disposable and you can't just punish them both. In this case unless their conflict threatens the whole realm you're better off letting them fight it out. If you're at war, why not ask them to suspend their feud until the conflict is over (this could actually make for more exciting peace time).

The Manipulator:

The problem with this archetype is mostly in the way it's played. Some players get a kick out of being the back stabbing power player. They want to be Iago, Little Finger, Grima Wormtongue, Jafar. Nothing wrong with that by itself, but if done wrong it makes everyone groan. The biggest problem that comes up with this archetype is people are often way too obvious about it. They lash out at people in big public ways, accusing every other notable figure of being "The real power hungry manipulator". More often then not people keep them around just for amusement. When they eventually get driven out of every realm and give up, they then make a new character and almost immediately get up to the same old tricks, which makes everyone groan all over again.

If you want to be the shifty advisor there is one thing you need subtlety, say it with me SUBTLETY. Public condemnations of anyone should be the LAST thing you do. You need to work in the shadows, with whispers, little exchanges. Pay attention to things and find ways to drive wedges between people. I don't mean wedges between one person and the entire realm, or two huge groups within the realm, I mean two individuals. Say someone didn't sell food when another region was starving. Sell the needy region that food and send a PM saying how sorry you are you couldn't make the trade sooner and how horrified you are that so and so didn't see fit to offer food at a fair price. A good manipulation requires lots of little grudges that can build into bigger grudges, allowing you to play one side against the other until there's no one to stand in your way.

Also if you've played the big obvious manipulator too many times, either play severable honorable upstanding characters, or find yourself a proxy, some naive young character you promise to help reach the top. The great thing about that is you can also sell them out in the end and convince people you really have given up your family's manipulative ways and turned over a new leaf.

Another thing that can ad some flavor here is motivations. Most manipulators in the game are not poisoning their way to the top to accomplish anything. Hey it's not a big deal now and then to just be plain power hungry, hell that's realistic, but ambitious manipulators are more interesting. It's exciting to see people that don't just want to reach the top for the fun of being on top but in fact want to reach the top so they can change their realm some how. I'm talking about people who want to advance their religeon or destroy another. Maybe they want the realm to be more warlike or more mercantile. Maybe they want to declare war on an old enemy or bring about peace. These are things to think about