Zuki

Changing The Rules of the Game

Feb 17th, 2014
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  1. (8:13:14 PM) ventricularPipefitter: ....I'm tired of Sburb being a game people can't win.
  2. (8:14:19 PM) noxalNightmare: Hmm?
  3. (8:16:05 PM) Cobb: Isn't ... that the number 1 core conceit of the setting?
  4. (8:17:11 PM) ventricularPipefitter: I'm finding myself less motivated by RP here as I used to be, and I wondered if it was because things felt stagnant.
  5. (8:17:49 PM) ventricularPipefitter: And, ultimately, I do want a conclusion or an ending for my characters, even if I don't get around to roleplaying it, and I'd like it to be a happy ending.
  6. (8:19:12 PM) Cobb: You ... may be onto something.
  7. (8:20:25 PM) ventricularPipefitter: Or maybe I want to shake up the premises of the RP.
  8. (8:20:43 PM) ventricularPipefitter: Unsure. Mostlyl just at 'wehh unsatisfied,' right now.
  9. (8:21:36 PM) Cobb: Yeah, I feel you on that
  10. (8:21:52 PM) Cobb: It's kinda been feeling like we're doing the same things
  11. (8:22:29 PM) noxalNightmare: So possibly a change in an big element concerning how the current structure of our RP works?
  12. (8:23:12 PM) ventricularPipefitter: I think the 'pain and separation and corruption' grinder is slowly turning characters into people that aren't fun to play, because I'm not sure enough good, wonder, and discovery is happening.
  13. (8:23:28 PM) oven [[email protected]] entered the room.
  14. (8:24:42 PM) You are now known as venPip|idle
  15. (8:26:02 PM) noxalNightmare: That would bring up the issue of "what would we need to change to fix that", and there would likely be some fallout from that, since we usually have different ideas of what to change that'd change things enough
  16. (8:29:59 PM) oven is now known as postmodernPrometheus
  17. (8:32:50 PM) Cobb: Yeah ... every time we talk about major changes (to the IC or OOC), people fight it and we get nowhere.
  18. (8:33:47 PM) venPip|idle: Doesn't mean we /can't/, though.
  19. (8:34:19 PM) noxalNightmare: Which I can see, some parts are obvious, like some people really do not want to change things much because how it is now works fine or pretty good for them, so changing that up could mean it doesn't go well with what works for them. So change would be a bit hard to plot out
  20. (8:51:00 PM) Ishtadaal is now known as extTac|online
  21. (8:59:42 PM) venPip|idle: Oh! Here I am.
  22. (9:00:12 PM) venPip|idle: Hey, non-judgemental brainstorming time--what would *you* want to do differently or change about Replay Value? Muss, Cobb, any of y'all.
  23. (9:00:54 PM) Cobb: (making a food, will tell when returned)
  24. (9:01:27 PM) noxalNightmare: Well, to be honest, something I read about in a piratepad before, really early on in the RP
  25. (9:03:17 PM) countedFish: ...I think that our characters need something to /hope/ for
  26. (9:03:28 PM) countedFish: some reason to hope that maybe things will get better, that there's a reason to keep going
  27. (9:03:54 PM) Keleviel: My idea of what I wanr to change is something that has nothing to do with this and more to do with the class system, I admit
  28. (9:03:56 PM) Keleviel: *want
  29. (9:04:52 PM) venPip|idle: oh?
  30. (9:04:54 PM) OJ: Not being able to write anything but trauma is my own damn problem and I would rather work on it myself than try and fail to fix Replay Value's background assumptions
  31. (9:05:38 PM) venPip|idle: I don't think it's somehow exclusively your fault or influence that RV is traumatic-centric.
  32. (9:05:53 PM) countedFish: ^
  33. (9:06:52 PM) noxalNightmare: Having a hard time properly thinking or wording what I want to say unfortunately
  34. (9:06:58 PM) extTac|online is now known as doomedLily
  35. (9:07:59 PM) OJ: It's something about what GGTG wrote, that makes RV keep attracting the broken people, then. What is it, and what can we do about it?
  36. (9:08:36 PM) countedFish: hm
  37. (9:08:38 PM) countedFish: I think
  38. (9:08:55 PM) countedFish: it might be a tacit acknowledgement, in the premise, that things are not okay
  39. (9:09:13 PM) countedFish: and that they are not /supposed/ to be okay - that the way things are is not how they should be
  40. (9:09:29 PM) countedFish: and that maybe you can't fix it, but you can at least survive it
  41. (9:12:15 PM) noxalNightmare: And, if we wanted to expand on that, possibly a kind of slow realization that lately, the developers may have actually realized how screwed up everything is and trying to fix it, although it's going slowly?
  42. (9:13:30 PM) noxalNightmare: Like broken and deadly bits getting removed or fixed, and you don't realize it until it's just kinda there, /fixed/, because it was always broken
  43. (9:14:28 PM) corinthianConsequence: mmm i'm not
  44. (9:14:36 PM) corinthianConsequence: really comfortable with that kinda fixing of the game
  45. (9:14:56 PM) countedFish: I think it'd kind of raise a lot of questions
  46. (9:15:14 PM) noxalNightmare: Mmm, alright, trying to bounce around ideas in my head
  47. (9:15:30 PM) countedFish: because then you've got the question of "why is Noir / the Denizen / ebonpyres less deadly, but the Door still doesn't work"
  48. (9:15:36 PM) countedFish: and that's kinda
  49. (9:15:44 PM) OJ: Broken Aesop
  50. (9:15:50 PM) OJ: I think is the trope-style term
  51. (9:15:57 PM) countedFish: ...a bit, yeah
  52. (9:15:57 PM) venPip|idle: Traditional brainstorming is throwing ideas at the wall for the sake of the exercise, and filtering them later
  53. (9:16:08 PM) countedFish: begs the question of why they'd fix /that/ and not the main issue
  54. (9:16:08 PM) OJ: yeah
  55. (9:16:23 PM) Keleviel: Because it's easier to delete something than it is to fix something of that magnitude
  56. (9:16:41 PM) countedFish: plus, it means you'd have the hope/threat of the Door /actually/ being fixed looming over your head
  57. (9:16:59 PM) countedFish: which could mean you get through with a group you can live with for the rest of your life
  58. (9:18:23 PM) countedFish: orrr you could never see/hear people you care about again, and be stuck with people that you could endure for a few months but really don't want to live with
  59. (9:18:58 PM) countedFish: and doesn't really address the "what's the point of continuing on if things are always terrible" issue I think exists
  60. (9:19:19 PM) noxalNightmare: yeah
  61. (9:22:12 PM) OJ: Something that is interesting: the other day, I was reading a "how to write mental illness when roleplaying" writeup and PTSD was on /that/ writeup as "something you need to tread very carefully with because in reality it polarizes people and ruins lives, but it could be amazing if you have the right group"
  62. (9:22:15 PM) OJ: and it /has/ been amazing
  63. (9:22:35 PM) OJ: on the whole
  64. (9:23:21 PM) OJ: but the trouble is that if we're socially /obligating/ people to do roleplaying with a topic that is emotionally draining and very difficult
  65. (9:24:12 PM) OJ: I'm not surprised to see people getting burnt-out on the premise.
  66. (9:25:24 PM) noxalNightmare is now known as Muss
  67. (9:28:15 PM) countedFish: mm
  68. (9:28:24 PM) venPip|idle: I have long imagined that Replayers might actually hold great potential to shape the game and the worlds around them that has gone mostly untapped and unrealized, akin to Blast-Your-Boots' most florid speculations about will and the ultimate riddle and so on.
  69. (9:28:48 PM) Cobb: I'm actually thinking
  70. (9:29:02 PM) Cobb: what I would like to see is a sudden change of focus
  71. (9:29:06 PM) venPip|idle: That, to me, is /why/ Angels and Terrors find that players are worth bargaining with. That they have something the other Powers That Be /want/.
  72. (9:29:19 PM) OJ: Interesting!
  73. (9:29:36 PM) Cobb: Something that doesn't change our setting's rules, while changing everything about how we play
  74. (9:29:41 PM) Cobb: for example
  75. (9:30:16 PM) Cobb: what if for some reason the Game itself had a sharp drop in the difficulty curve, making it so that, for a while, nearly everyone survives the Game
  76. (9:30:35 PM) Cobb: but the PRESESSION is no longer guaranteed to keep you alive until entry
  77. (9:30:52 PM) Cobb: Suddenly they have a completely different set of problems to face.
  78. (9:31:08 PM) Cobb: The ironic reversal in the Game being the "safe" zone, and the presession being where you need to be careful.
  79. (9:31:13 PM) venPip|idle: Esp. If you combined it with longer presessions.
  80. (9:31:17 PM) doomedLily: Ehh
  81. (9:31:19 PM) Cobb: Mhm
  82. (9:31:37 PM) doomedLily: What'd the OOC explanation be past "we want to shake things up"
  83. (9:31:43 PM) doomedLily: There's always a reason for things
  84. (9:31:46 PM) Cobb: That also allows us to choose whether your characters experience that or not
  85. (9:31:50 PM) venPip|idle: (It's difficult, but players can kill angels. And some people get very, very, good at it. The_Red_Mage had a rogue dreamself of Cole's that went AA, splintered off from him, and was out in the Ring, fighting 'Terrors. I believe people /could/ kill horrorterrors, likewise.)
  86. (9:31:54 PM) Cobb: But do you always know the reason?
  87. (9:32:00 PM) doomedLily: As an author, yes.
  88. (9:32:02 PM) doomedLily: You always do.
  89. (9:32:24 PM) OJ: /I/ would like to have a reason.
  90. (9:32:24 PM) doomedLily: You can't just vaguely introduce something without having a massive amount of retconning/fridge-picking to do.
  91. (9:32:37 PM) countedFish: I'd like to have a reason as well.
  92. (9:32:53 PM) doomedLily: I'd be much more comfortable with something dark being something
  93. (9:32:56 PM) doomedLily: I've noticed that
  94. (9:32:58 PM) doomedLily: gradually
  95. (9:33:06 PM) doomedLily: first of all there are more, younger Replayers
  96. (9:33:11 PM) doomedLily: second of all there are kids
  97. (9:33:24 PM) doomedLily: Third of all, people seem to be able to orchestrate their own deaths more easily
  98. (9:33:29 PM) Cobb: For myself, I am comfortable with the characters not understanding the change. I don't feel that I have to specify something OOC if it isn't known IC and the OOC reason doesn't actually matter.
  99. (9:33:42 PM) venPip|idle: (The kids is a huge change, for sure.)
  100. (9:33:46 PM) doomedLily: Yes, it does matter, Cobb
  101. (9:33:46 PM) Cobb: I've noticed those three, as well.
  102. (9:33:48 PM) doomedLily: It matters a lot
  103. (9:33:53 PM) Cobb: I don't like the age dropping or the kids
  104. (9:33:55 PM) doomedLily: We, OOC, need to know the reason
  105. (9:34:15 PM) doomedLily: We also need to have an agreement that people will not know /why/ it is
  106. (9:34:22 PM) doomedLily: Unless it's the sort of metaplot that gets solved
  107. (9:34:31 PM) OJ: The OOC reason /does/ matter to me, because I want my characters to be uncomfortably on-point with their speculation sometimes and it doesn't feel the /same/ to have a shot-in-the-dark explanation.
  108. (9:35:11 PM) doomedLily: Note that "close to / on the mark" does /not/ necessitate people believing them / them thinking it's the plausible / best reason
  109. (9:35:18 PM) doomedLily: Or maintaining that line of inquiry
  110. (9:35:22 PM) OJ: ^
  111. (9:35:34 PM) countedFish: It You can have the reason never specified if it's fanfic.
  112. (9:35:41 PM) ***countedFish removes the first 'it' from that
  113. (9:35:42 PM) Cobb: If you absolutely need a reason ... the servers are going into power-saving mode while maintenance is performed.
  114. (9:35:51 PM) doomedLily: That makes
  115. (9:35:52 PM) doomedLily: no
  116. (9:35:54 PM) doomedLily: sense
  117. (9:35:55 PM) venPip|idle: ...the servers the /universe/ runs on?
  118. (9:35:56 PM) countedFish: what
  119. (9:35:56 PM) OJ: Wh -
  120. (9:36:00 PM) Cobb: So longer presessions.
  121. (9:36:03 PM) Cobb: The servers that Sburb runs on
  122. (9:36:19 PM) Keleviel: Isn't that the IC reason?
  123. (9:36:20 PM) OJ: It presumes there /are/ servers, and they need maintenance, and that there is thus some sort of sysadmin
  124. (9:36:20 PM) Keleviel: Like
  125. (9:36:22 PM) Cobb: You know ... the ones that have soul pollen?
  126. (9:36:31 PM) Cobb: We already assume that
  127. (9:36:31 PM) OJ: Which
  128. (9:36:37 PM) Cobb: We have soul pollen applying updates to the Game
  129. (9:36:38 PM) Keleviel: I admit I'm confused what the hell anyone's talking about when they say OOC reason
  130. (9:36:40 PM) doomedLily: All of them have soul pollen
  131. (9:36:41 PM) OJ: Look, I already played Sburb Patch Notes once
  132. (9:36:43 PM) doomedLily: it's just which
  133. (9:36:50 PM) doomedLily: Kel, we need to know the IC reason as author
  134. (9:36:52 PM) venPip|idle: (OJ, I giggled.)
  135. (9:36:55 PM) Keleviel: We have the OOC reason, it's "We want to make things different"
  136. (9:36:56 PM) OJ: the IC reason, I mean
  137. (9:37:12 PM) doomedLily: You're talking Doyle, we're talking Watson, my dear man.
  138. (9:37:18 PM) Keleviel: ...
  139. (9:37:26 PM) Keleviel: You were all talking Watson while referring to it as Doyle
  140. (9:37:26 PM) OJ: but yeah if you are spec'ing about the Sburb servers I will be extremely tempted to play the server dudes and, uhh
  141. (9:37:31 PM) doomedLily: No
  142. (9:37:32 PM) OJ: Sorry
  143. (9:37:36 PM) doomedLily: OOC, we need to know the reason
  144. (9:37:39 PM) Cobb: Yeah, you kinda were there.
  145. (9:37:43 PM) OJ: OOC, we need to know the IC reason
  146. (9:37:43 PM) Keleviel: Ah
  147. (9:37:44 PM) Cobb: OOC, you want to know the IC reason.
  148. (9:37:53 PM) Keleviel: I got confused
  149. (9:37:55 PM) Keleviel: Sorry
  150. (9:37:59 PM) doomedLily: I don't want the game to no longer be deadly. Frankly, as a change, I'd rather suggest that suicide is enabled
  151. (9:38:13 PM) doomedLily: Or that there's a new rule that makes under-eighteens effectively immortal
  152. (9:38:17 PM) doomedLily: Or something like that
  153. (9:38:22 PM) doomedLily: Something that's in-game weirdness
  154. (9:38:44 PM) Cobb: Is it specifically the GAME that you want to be deadly?
  155. (9:38:45 PM) Cobb: Or the setting?
  156. (9:38:52 PM) corinthianConsequence is now known as Bobbin
  157. (9:38:59 PM) Cobb: I suggest that it doesn't have to be the GAME itself that is necessarily dangerous
  158. (9:38:59 PM) Keleviel: There's a difference between "Game is deadly" and "Game is soul-crushing"
  159. (9:39:02 PM) Cobb: so long as the setting is dangerous
  160. (9:39:18 PM) Cobb: and we are fundamentally talking about changing things because people feel it's become stagnant
  161. (9:39:20 PM) OJ: (The thing I've been playing with, re: shifting the focus ICly, is that Epi is not troubled by the mechanics of the Game itself, so much as he is troubled by the fact that it has conditioned him into thinking the worst will always keep coming.)
  162. (9:39:27 PM) venPip|idle: Actually, Cobb.
  163. (9:40:46 PM) venPip|idle: Wait nevermind I didn't need to say that. But I want to focus on coming up with ideas and developing them and brainstorming for now. A more critical eye can come later, if wanted or needed.
  164. (9:41:14 PM) OJ: It's.
  165. (9:41:22 PM) OJ: I don't think it's about the /danger/ per se
  166. (9:41:28 PM) OJ: so much as the 'Game is brainwashing' thing
  167. (9:41:53 PM) Cobb: My initial idea is "The focus of conflict shifts from the Game to the Presession."
  168. (9:41:58 PM) Keleviel: Is that something Epi's concerned about or is it something you are as well?
  169. (9:42:08 PM) Cobb: That doesn't actually bring any serious change to the setting
  170. (9:42:16 PM) Cobb: in terms of canon, that is
  171. (9:42:35 PM) Cobb: but it does allow us to change a lot or a little about what we do
  172. (9:42:36 PM) OJ: Kel, that's a good question and I don't have an answer
  173. (9:43:00 PM) countedFish: personally, I'd like something that makes the game a bit less soul-crushing
  174. (9:43:03 PM) OJ: Ehhhh. Presession was never my thing
  175. (9:43:23 PM) OJ: I like the /symbology/ of the Game as it is.
  176. (9:43:36 PM) Keleviel: Presessions are rarely put under the spotlight
  177. (9:43:40 PM) Keleviel: And, frankly?
  178. (9:43:47 PM) Keleviel: If you ask me which setting I would rather play?
  179. (9:44:02 PM) Keleviel: I would go for the ones with monsters and superpowers and a mythology running through it all
  180. (9:44:07 PM) Keleviel: Rather than
  181. (9:44:08 PM) Keleviel: You know
  182. (9:44:12 PM) venPip|idle: Quantum Leap?
  183. (9:44:14 PM) Keleviel: Normal life
  184. (9:44:32 PM) Keleviel: (In terms of presession vs session)
  185. (9:44:33 PM) postmodernPrometheus: yeah I have zero interest in presessions unless they're really weird
  186. (9:45:12 PM) OJ: 'something that makes the game a bit soul-crushing' - this goes back to the thing Zu said earlier, about Players having /something/ to them that could empower them greatly, if they could find it
  187. (9:45:18 PM) OJ: *bit less
  188. (9:45:19 PM) Cobb: It's a thing that individuals could choose to take or leave
  189. (9:45:33 PM) OJ: Cobb, I think at this rate you might be the only one using it.
  190. (9:46:21 PM) countedFish: which kinda doesn't make it a change at all
  191. (9:46:29 PM) countedFish: it makes it something that's unique to your characters
  192. (9:46:37 PM) Keleviel: We're still on the "throw out ideas"
  193. (9:46:43 PM) doomedLily: Presessions are fundamentally supposed to be safe, so unless there's something like "The Host is now sentient, have dissappeared from the Underworld, and they are trying to get people before they Play" I wouldn't be interested
  194. (9:46:45 PM) Keleviel: Part, rather than the "tear the ideas down" part
  195. (9:47:02 PM) doomedLily: What if games where you were playing with someone below a certain age threshold became less lethal? We know that games that get veterans are likelier to be fucked up, but until now, people with really high levels of experience have fallen in sessions of inexperienced kids and that's soul-crushing and A Lot Of Dead Kids, too.
  196. (9:47:15 PM) Keleviel: (insert pedantic "The Host has always been sentient as a whole" thing here)
  197. (9:47:33 PM) doomedLily: (Self-aware, then.)
  198. (9:47:37 PM) Keleviel: Like a difficulty curve
  199. (9:47:41 PM) venPip|idle: That would be fucking terrifying.
  200. (9:47:42 PM) doomedLily: Yes
  201. (9:47:46 PM) statisticalDepression: Oh jesus
  202. (9:47:48 PM) doomedLily: But scaled towards the lower end
  203. (9:47:50 PM) doomedLily: As opposed to the higher
  204. (9:47:55 PM) Keleviel: If you can take a lot, you get a lot
  205. (9:47:57 PM) statisticalDepression: Angels getting /out/ of the Game would be terrifying yes
  206. (9:48:18 PM) Keleviel: If you're not quite exactly made of steel and stone and sheer stubbornness, you get something not as bad
  207. (9:48:22 PM) OJ: Hey, weren't we supposed to be brainstorming how to make it /less/ soul-crushing, not /more/?
  208. (9:48:32 PM) statisticalDepression: Sorry
  209. (9:48:38 PM) statisticalDepression: I just get sidetracked by Angels really easily
  210. (9:48:42 PM) doomedLily: ...was that a pun or a legitimate question
  211. (9:48:49 PM) venPip|idle: I have all of earth to Run Like Hell in, and if I can survive, I can escape.
  212. (9:48:50 PM) Keleviel: Considering this is the Angels we're talking about, this is literal soul-crushing :v
  213. (9:49:17 PM) doomedLily: Because the Big Bad getting a power-up is something that would give a story arc to the roleplay without necessarily moving towards Can Town
  214. (9:49:36 PM) venPip|idle: /that's/ what I'm missing. Narrative arcs. The Dreaded M-Word. The Great White Wolf.
  215. (9:50:23 PM) doomedLily: We'd have to speculate as to what the Underworld usually is when it's not filled with angels
  216. (9:50:31 PM) venPip|idle: Oooh I've thought about that actually.
  217. (9:50:33 PM) statisticalDepression: Full of imps
  218. (9:50:43 PM) doomedLily: I dunno, what if it was some sort of mid-game breakroom
  219. (9:50:47 PM) Keleviel: It's a graveyard/necropolis
  220. (9:50:52 PM) statisticalDepression: Who drop those four specific grists that build up the Not-House that lets you get the Heart that does...Something
  221. (9:51:03 PM) statisticalDepression: So what is it outside of those things?
  222. (9:51:12 PM) Keleviel: But we're getting off topic here
  223. (9:51:14 PM) OJ: It is the soul of your Denizen haunting your Land?
  224. (9:51:34 PM) Keleviel: Even though this is something I am interested in
  225. (9:51:37 PM) venPip|idle: A memorial, a catacomb, a Labyrinth, a place of secrets unlocked after one faces and defeats the darkness within oneself embodied in the Nightmare Heir.
  226. (9:51:45 PM) Bobbin: (for the 'what was the underworld without angels' i have a discontinued character who was meant to have come from a pre-Angels version of the game)
  227. (9:51:55 PM) doomedLily: Okay
  228. (9:51:58 PM) doomedLily: bookmark time
  229. (9:52:02 PM) countedFish: hm
  230. (9:52:07 PM) Bobbin: (we had discussions and i think settled on something, if we return to that topic then i think i might be able to dig up the old discussion)
  231. (9:52:14 PM) doomedLily: Kel, what's 'on topic' would you like to guide us back to it?
  232. (9:52:35 PM) Keleviel: The original one of "How do we lessen the soul-crushing?"
  233. (9:52:58 PM) OJ: I recently checked out a book from the library called "Personal Mythology", with only about five million ideas about what symbology /should/ be used on a mythological coming-of-age quest. I haven't read much of it yet but what I have is great and I would like to share it once I actually have read through
  234. (9:54:29 PM) Keleviel: Sounds interesting, although that's something we'll have to come back to later
  235. (9:54:44 PM) OJ: Agreed.
  236. (9:54:45 PM) Keleviel: ...Hm. I have an idea, building off of the difficulty curve thing
  237. (9:54:49 PM) OJ: What were you going to go back to?
  238. (9:55:20 PM) Keleviel: The game is supposed to be about your own personal growth, yeah?
  239. (9:55:28 PM) Keleviel: In addition to making the frog/universe, I mean
  240. (9:55:33 PM) Muss: (Okay, caught up with this, you guys type fast)
  241. (9:55:34 PM) doomedLily: Mmhmm
  242. (9:55:42 PM) Keleviel: (Get on my level)
  243. (9:55:57 PM) venPip|idle: Uh-huh.
  244. (9:55:58 PM) Keleviel: So what if the game starts to change to be more of a situation that encourages growth?
  245. (9:56:09 PM) venPip|idle: that...would make sense.
  246. (9:56:49 PM) Keleviel: Like, the oppressive violent monsterhunt with the Denizen and the Heir are all well and good, and they have, I am sure, caused growth in characters, even growth that's good
  247. (9:57:10 PM) venPip|idle: the Heir's not really a monsterhunt. It's a classic Facing Your Shadow.
  248. (9:57:16 PM) doomedLily: ...previously-known milestones for the game dissappear?
  249. (9:57:24 PM) doomedLily: Depending on peoples' needs
  250. (9:57:26 PM) venPip|idle: Or /change/ in objective?
  251. (9:57:30 PM) Keleviel: But what if that's /not/ good for you, if you need a more prosaic setting, something to encourage growth that isn't the ultraviolence of the game?
  252. (9:57:45 PM) venPip|idle: Hm
  253. (9:57:49 PM) doomedLily: The game is about personal growth and breeding a frog.
  254. (9:57:56 PM) doomedLily: They all seem to be in copies of the same murdermode
  255. (9:58:06 PM) ***Krat awakens
  256. (9:58:16 PM) venPip|idle: (Rise from your graaave)
  257. (9:58:33 PM) Keleviel: Like, the Denizen isn't the Enemy Who You Have A Relationship With in some games, it could be THat Monster Who Is Like A Parent, or The Wise Mentor, sorta thing
  258. (9:58:40 PM) Keleviel: If that would help you
  259. (9:58:49 PM) ***Krat lurches into the conversation all zombielike
  260. (9:59:22 PM) Krat: I like that idea, Kel - adapting pre-existing game constructs to fill new roles.
  261. (10:00:18 PM) OJ: Yeah, but what do we do with the Slaying of the Beast?
  262. (10:00:26 PM) Muss: Like a parent that can push you along enough, not too much so that you break under the stress, but not too little that you don't really grow from the experience?
  263. (10:00:52 PM) Keleviel: If it's a thing you need to do to grow? It's there. If it's not, if losing them is going to hurt you? They don't force you to kill them
  264. (10:01:04 PM) Krat: Make the Slaying an optional event, yeah. Make alternate events to fill its place.
  265. (10:01:05 PM) Muss: Well, there was always supposedly a hidden giant catche of grist, right? Like I remember reading it in the guide
  266. (10:01:14 PM) Keleviel: Less optional
  267. (10:01:21 PM) Krat: Right, right
  268. (10:01:32 PM) Keleviel: More "You're forced to if it will be for the best, but if it wouldn't be, you're not going to"
  269. (10:01:33 PM) Krat: if it's in, it has to be done
  270. (10:01:37 PM) Keleviel: Yes
  271. (10:01:40 PM) Krat: but it isn't necessarily in
  272. (10:01:50 PM) Krat: Maybe there's a few new events and they cycle through them
  273. (10:01:55 PM) Muss: What if if you do enough, when you reach a certain point, they unlock it for you, and that goes to the battle field
  274. (10:01:57 PM) OJ: We're going to have to explain that to people coming in from the Guide. Dammit. That's the only major problem I can see with this
  275. (10:02:22 PM) Krat: off-hand, maybe in one type of Denizen you're protected by it and shielded from the rest of the session for a time - like a protective parent
  276. (10:02:31 PM) Krat: and then the Fledging occurs and you're expelled from your Land
  277. (10:02:31 PM) statisticalDepression: ...When was the last time we /got/ somebody new?
  278. (10:02:34 PM) Krat: you've got to make it on your own
  279. (10:02:41 PM) Keleviel: Yeah, that's an option
  280. (10:02:43 PM) Krat: *Fledgling
  281. (10:02:44 PM) OJ: Point.
  282. (10:02:55 PM) Keleviel: (Although less "From your land" and more "From their area of protection", I think)
  283. (10:03:05 PM) venPip|idle: A new player? Dog's ages. I don't know if we've had anybody join since we moved servers
  284. (10:03:06 PM) Muss: And when was the last time also, that we didn't tell them about all the changes we made to the guide in this RP?
  285. (10:03:31 PM) OJ: Yeeeeah. I think it might be time to admit to ourselves that we're not going to be an open roleplay anytime soon
  286. (10:04:18 PM) Bobbin: we could treat the guide as being an old version of it, and if we could somehow finish an 'addendum to game layout' (which can eventually become an IC-written thing) then that provides OOC knowledge- not just for new people but for those of us who forget the order of in-game events and need to check details
  287. (10:04:30 PM) Muss: (Oh, and if you need to lose the denizen, but killing them won't work? Maybe something like a "put them back to sleep" would work? They were asleep when you came, and now it's your job to let them rest again, and take over the job of taking care of the land?)
  288. (10:04:54 PM) OJ: (Oooooh.)
  289. (10:05:07 PM) OJ: (That could be a cool alternate path)
  290. (10:05:30 PM) Bobbin: (maintains the removal of the denizen as option for blessing, too)
  291. (10:05:34 PM) Bobbin: (i like that as an alternate)
  292. (10:06:13 PM) Muss: The denizen could even go "I try to care for the land, but I can't manage it right, it's time for you to take care of the land and it's people, you have grown so much, I know you can do it now"
  293. (10:06:19 PM) OJ: I think what /I'd/ prefer from a Denizen is that they once walked among the people dispensing wisdom like the methods of farming and clothing and that kind of thing, except then one day they just... disappeared, and you need to figure out where they went and /then/ figure out why they disappeared and stuff
  294. (10:06:49 PM) OJ: maybe they were fed up with the entire 'being a god' thing and want to foist it on someone but they want to make sure they foist it onto the /right/ person
  295. (10:06:50 PM) Cobb: oh wow, this discussion is going light-years faster than I can follow, I'm doing food prep things
  296. (10:07:26 PM) venPip|idle: (Ross wants to be a god. Does that quality for dis-quality him?)
  297. (10:08:04 PM) statisticalDepression: (yes)
  298. (10:08:13 PM) Bobbin is now known as keeningMorrigan
  299. (10:08:21 PM) Keleviel: (If he needs to learn humility, he can get the godhood and then realize how strenuous it is so that he doesn't want it as much, perhaps)
  300. (10:08:22 PM) OJ: (applaud)
  301. (10:09:19 PM) venPip|idle: (He has totally already learned that lesson.)
  302. (10:09:20 PM) Muss: (Denizen gives a large amount of power to the consorts also, make him see that he has to work with other people to complete goals and such, even if they may not seem like the most important people or things out there?)
  303. (10:09:23 PM) OJ: But yes multiple paths to Denizen is a thing we could work with, to an extent - though it doesn't have the same consequences as Big Bad Metaplot
  304. (10:09:28 PM) ***Muss nods
  305. (10:09:40 PM) statisticalDepression: No reason why we can't do both
  306. (10:09:42 PM) Muss: Weeeellllll
  307. (10:09:49 PM) statisticalDepression: Or have one as part of the other
  308. (10:09:54 PM) keeningMorrigan: it's the game changing in considerably larger movements than before
  309. (10:09:54 PM) OJ: True.
  310. (10:09:58 PM) Muss: With big changes, come big errors in code
  311. (10:10:00 PM) keeningMorrigan: that'll ruffle some feathers for a while
  312. (10:10:08 PM) keeningMorrigan: and yes, new glitches can roll in
  313. (10:10:19 PM) Keleviel: (I admit I had the Denizen as an example of the thing)
  314. (10:10:37 PM) venPip|idle: aw yeah, glitches
  315. (10:10:42 PM) Keleviel: Lands can change depending on what you need, too
  316. (10:10:55 PM) Muss: This could be something minor for some people, this could be "the angels aren't binded to the underworld" in others
  317. (10:11:12 PM) Keleviel: Like you could have a more exploration-based land, or something more like a library or a maze or whatever if that would help
  318. (10:11:17 PM) doomedLily: Gonna head out. Later!
  319. (10:11:22 PM) doomedLily left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  320. (10:11:24 PM) Muss: Ooooo, that sounds interesting
  321. (10:11:26 PM) Muss: Take c-aww
  322. (10:11:27 PM) Keleviel: A general shift towards the game working to help you change for the better
  323. (10:11:36 PM) Keleviel: Of which the Denizen is a part of that
  324. (10:12:26 PM) ***Muss really likes messing with lands to affect characters so really likes that idea Wyrm
  325. (10:12:44 PM) Muss is now known as lovelySnuggles
  326. (10:12:49 PM) OJ: ...that would /especially/ fuck with the minds of old formerly-Loose folk of the kind I favor playing. I like.
  327. (10:18:56 PM) venPip|idle: Question.
  328. (10:19:04 PM) statisticalDepression: Yes?
  329. (10:19:14 PM) venPip|idle: What would happen if replayers ended up with more conscious control of who they play with
  330. (10:19:17 PM) venPip|idle: ?
  331. (10:19:34 PM) statisticalDepression: oh god
  332. (10:19:40 PM) Keleviel: ...Hm
  333. (10:19:41 PM) Keleviel: Well
  334. (10:19:45 PM) statisticalDepression: that feels like it would end badly, somehow
  335. (10:19:49 PM) Keleviel: We'd have to keep it out of the hands of the spiteful and the vengeful
  336. (10:19:56 PM) keeningMorrigan: yyyeah
  337. (10:20:01 PM) Keleviel: What if Snaplock had control and ended up in a session with Heries?
  338. (10:20:02 PM) Krat: That would depend hugely on how much control each person had
  339. (10:20:06 PM) Keleviel: That wouldn't have ended well
  340. (10:20:11 PM) Krat: do both people have to be like 'yes I want to play with you'
  341. (10:20:24 PM) ***venPip|idle is just kicking ideas out.
  342. (10:20:26 PM) Krat: or is it 'man I wish I could find X, Y, or Z so I can murder/flay/turn them into a hand puppet'
  343. (10:20:29 PM) lovelySnuggles: What if it was kinda mixed in with what we have going on right now?
  344. (10:20:35 PM) Keleviel: And how is it implemented, too
  345. (10:20:42 PM) venPip|idle: Another significant setting change would be altering the assumptions for inter-session travel
  346. (10:21:02 PM) OJ: Oooh. Like someone making a universal Deal for /all/ ring Travel and ring servers?
  347. (10:21:05 PM) lovelySnuggles: Like, people who like each other more are said to roll together more, if they more consciously wanted to be with people they liked, they'd have a higher chance?
  348. (10:21:07 PM) countedFish: like, Ring voyages are more readily done?
  349. (10:21:25 PM) ***countedFish makes faces at the lag
  350. (10:21:28 PM) statisticalDepression: Like opening up Skaiatravel a bit more?
  351. (10:21:36 PM) lovelySnuggles: (Also, imagine just like)
  352. (10:21:43 PM) OJ: And the process for Ring travel becomes more of a 'licensing' deal rather than a 'we will get things from you while you are desperate' deal
  353. (10:21:44 PM) lovelySnuggles: (200 mile long line to play with GM)
  354. (10:21:46 PM) OJ: perhaps
  355. (10:21:50 PM) venPip|idle: more like the latter than the former
  356. (10:21:55 PM) Keleviel: (Aha)
  357. (10:22:05 PM) OJ: Opening Skaiatravel could work, too!
  358. (10:22:15 PM) Keleviel: I want to see that as a thing, Skaiatravel
  359. (10:22:33 PM) lovelySnuggles: (The session never ends though, because GM and Rosemary end up having a never ending fight and debate)
  360. (10:22:42 PM) OJ: Perhaps /opening/ Skaiatravel could be a metaplot of its own
  361. (10:22:49 PM) lovelySnuggles: (The HT's don't try to destroy the session because it's too entertaining to watch)
  362. (10:23:10 PM) OJ: along the lines of if the Players are trying to keep the Angels from piecing together the Hymns, maybe they've got something in 'em
  363. (10:23:13 PM) lovelySnuggles: (.../me runs off with that head canon as to why we don't see them)
  364. (10:23:17 PM) venPip|idle: I had the sudden idea of 'what if your replayer suddenly found themselves in a totally different place and set of assumptions re: Being A Replayer, and they had to realize that things are /bad/ back home, and they Could Be Different.'
  365. (10:23:33 PM) OJ: What do you mean by that?
  366. (10:23:51 PM) Keleviel: I don't think there's any replayers who think the things they go through are good, really
  367. (10:23:59 PM) postmodernPrometheus: ^
  368. (10:24:04 PM) venPip|idle: well, the skaiatravelling/hosting replayers versus the ringtravellers seem to have pretty different cultures
  369. (10:24:10 PM) venPip|idle: but, yeah, true.
  370. (10:24:16 PM) keeningMorrigan: mostly because we've
  371. (10:24:21 PM) Krat: I think that the agency to actually change them is pretty unusual for Replayers, though.
  372. (10:24:26 PM) keeningMorrigan: barely seen anything of skaiatravelling/hosting replayers
  373. (10:24:32 PM) Keleviel: Yyyyeah
  374. (10:24:39 PM) Keleviel: I think there was a Timoran, and
  375. (10:24:46 PM) Keleviel: Another one of Ish's characters?
  376. (10:24:48 PM) venPip|idle: agency to change what?
  377. (10:24:48 PM) Keleviel: And that was about it
  378. (10:24:56 PM) venPip|idle: gildedDragon, Alex Bairn
  379. (10:24:59 PM) Krat: things being bad
  380. (10:25:06 PM) Krat: in reference to what you said above
  381. (10:25:23 PM) lovelySnuggles: ...I've also got to admit, that all this happening would really mix up things concerning the IRC as it is right now
  382. (10:25:31 PM) lovelySnuggles: Like the server that Vi runs and all the admins and stuff
  383. (10:25:47 PM) lovelySnuggles: Because it'd change things for better and for worse in some ways for how they run?
  384. (10:26:25 PM) OJ: Epi will go over to Vi's session /solely/ for the purpose of finding the servers that he colocated there and gazing at them benevolently, then snapping a picture and putting it in a newspost.
  385. (10:26:50 PM) OJ: (what)
  386. (10:26:56 PM) statisticalDepression: Vi would freak out because suddenly she is now the motorway service station to the replayer community
  387. (10:27:02 PM) OJ: (you get the chance to travel anywhere and be with anyone and you choose /that/?)
  388. (10:27:08 PM) Keleviel: Ironic Selfie With The Servers
  389. (10:27:12 PM) lovelySnuggles: Imagine if Vi's session became like
  390. (10:27:16 PM) OJ: You know, we need to figure out how to keep Vi's session from basically becoming Can Town
  391. (10:27:21 PM) Keleviel: Although, uh
  392. (10:27:23 PM) statisticalDepression: Simple
  393. (10:27:28 PM) venPip|idle: We do?
  394. (10:27:29 PM) lovelySnuggles: Selfi capital?
  395. (10:27:30 PM) Keleviel: It never ends
  396. (10:27:33 PM) Keleviel: So it never begins
  397. (10:27:38 PM) Keleviel: And thus there's no new players
  398. (10:27:40 PM) statisticalDepression: Adjust the terms of the bargain they have keeping her stable
  399. (10:27:46 PM) OJ: If people can travel there, some will /stay/ there, unless - yes
  400. (10:27:50 PM) Keleviel: So that takes care of people rolling with her
  401. (10:28:02 PM) lovelySnuggles: It could be a pit stop almost?
  402. (10:28:03 PM) Keleviel: Yeah that works
  403. (10:28:20 PM) statisticalDepression: So you can't have too many people joining her because the whole thing destabilises and the costs do not scale in a linear manner
  404. (10:28:22 PM) venPip|idle: I thought Can Town had a working /door/ because then kids went through it on their Coming-of-Age.
  405. (10:28:32 PM) lovelySnuggles: People could kinda visit, but if they stay too long, they'll probably notice that some tentacles are trying to swat at them soon enough
  406. (10:28:43 PM) Krat: Sessions could have set people limits, and pushing past those limits stresses/potentially breaks it.
  407. (10:28:51 PM) OJ: Zu, are you talking about AUv2 Ancestor Worship Can Town, or...?
  408. (10:29:10 PM) venPip|idle: Most of them seem to contain the assumption that your kids go out and play sbrub and come back.
  409. (10:29:26 PM) OJ: Because AUv2 Ancestor Worship Can Town doesn't have a Working Door.
  410. (10:29:26 PM) Krat: Like, if you bring 14 people into a 12 person session, no biggie. If you bring 120 people, you're risking everyone's lives. Also happens to explain doomed non-player mechanics - the game's trying to protect itself from excess strain.
  411. (10:29:34 PM) OJ: Krat: Iiiiinteresting
  412. (10:29:40 PM) OJ: We'd have to figure that out in a session that /wasn't/ Vi's tho
  413. (10:29:48 PM) Keleviel: Hm
  414. (10:29:50 PM) postmodernPrometheus is now known as oven
  415. (10:29:52 PM) OJ: breaking the timetrav would be bad
  416. (10:29:53 PM) OJ: very bad
  417. (10:30:03 PM) Krat: Maybe it's discovered before you break it?
  418. (10:30:07 PM) lovelySnuggles: It could be the first attempted, but failed, cantown?
  419. (10:30:08 PM) Keleviel: Yyyyeah
  420. (10:30:18 PM) Krat: Give codebreakers a positive contribution to the community, for once.
  421. (10:30:18 PM) Keleviel: Maybe there's a proclamation
  422. (10:30:25 PM) OJ: Muss, the problem with breaking the timetrav is it breaks the IRC entirely
  423. (10:30:25 PM) Keleviel: "This is what's new"
  424. (10:30:33 PM) lovelySnuggles: Someone tries to make an infinitely lasting session, people start to pile up, so the game basically crashes it
  425. (10:30:36 PM) OJ: so an attempted Can Town would be -
  426. (10:30:40 PM) lovelySnuggles: No wait
  427. (10:30:42 PM) Krat: Also, having a session full of people break the game and die horribly probably wouldn't help the whole 'let's make this less bleak' thing
  428. (10:30:54 PM) lovelySnuggles: No wait wrote it down there
  429. (10:30:56 PM) Keleviel: Pff
  430. (10:31:00 PM) statisticalDepression: Maybe Cantown isn't a single session?
  431. (10:31:24 PM) statisticalDepression: Lash a half-dozen Dreadnaughts to one another and fly them through the Ring, stopping at sessions as needs be
  432. (10:31:25 PM) OJ: Well, we have two sessions that are deliberately stabilized, and I don't think I should volunteer Epi, Skye, Dawn and Echo for the entire 'die horribly' thing
  433. (10:31:33 PM) OJ: either
  434. (10:32:11 PM) keeningMorrigan: okay are we still 'just brainstorming' or is it okay to raise objections
  435. (10:32:35 PM) OJ: although to be entirely fair this means that Skye is tentacletouched and has magic session-stabilizing powers
  436. (10:32:48 PM) OJ: which isn't the assumption I had in mind at all!
  437. (10:33:04 PM) statisticalDepression: Go ahead and throw an objection in, I think
  438. (10:33:05 PM) Keleviel: I have no idea anymore
  439. (10:33:20 PM) lovelySnuggles: (Speaking for myself, the majority so far seems to be following this idea and what could be done with it, I'm pretty sure it's safe now to throw objections to things tied in with it)
  440. (10:33:26 PM) Keleviel: We have the general idea up and out and now we're talking about the details
  441. (10:33:36 PM) lovelySnuggles: Yes what Wyrm said
  442. (10:35:13 PM) keeningMorrigan: okay i am not okay with lessening the weight and importance of ring voyages, with reducing the leathality of the game, with introducing any kind of conscious replayer ability to choose who they play with, and with the creation of anything that is basically labelled cantown and basically a fuckload of other stuff that's been brought up
  443. (10:35:37 PM) keeningMorrigan: to be perfectly honest i like the idea of the denizen's role being mixed up a bit and the rest is seriously putting me on edge
  444. (10:36:00 PM) OJ: Fucking with the Denizen's role seems to be pretty much unanimous as much as we /have/ the concept of unanimity here
  445. (10:36:23 PM) OJ: the other thing on display seems to be Skaiatravel as the alt to Ring travel, which has been known to be a thing for a /very/ long time and we have people who do it who aren't Angeltouched now
  446. (10:36:37 PM) Keleviel: It's "fucking with it towards the goal of the game being easier and better for someone to become a better person"
  447. (10:36:57 PM) OJ: the 'reducing the lethality of the game' thing is still skeevy, yes
  448. (10:37:06 PM) lovelySnuggles: Mmm
  449. (10:37:15 PM) keeningMorrigan: skaiatravel, if it's an alt to ring travel, i would prefer to be just as dangerous, even if it has to be in a different way
  450. (10:37:25 PM) OJ: How about if Skaiatravel /has/ dangers comparable to Ring travel? Like, you see into all possible sessions in however many dimensions and it breaks some people's brains so they don't come back out?
  451. (10:37:35 PM) statisticalDepression: Yup
  452. (10:37:43 PM) oven: I don't know why the game has to be conducive to becoming a better person
  453. (10:38:04 PM) lovelySnuggles: Well, it was technically why the game was made?
  454. (10:38:07 PM) Keleviel: Because that's the whole /point/ of the game
  455. (10:38:15 PM) Keleviel: Personal growth
  456. (10:38:27 PM) OJ: I dunno, we can screw with the Denizen and Lands /without/ making the Game inherently more suited to the people living in it, if that's what we want
  457. (10:38:28 PM) oven: actually I think it's the means by which universes reproduce
  458. (10:38:36 PM) statisticalDepression: Skaia is a very Non-Euclidean environment, I'd say
  459. (10:38:39 PM) Keleviel: And then things got fucked up by bad design and glitches and now we're pushing it back towards how it is
  460. (10:39:14 PM) lovelySnuggles: The universes were meant to be a /side/ /effect/
  461. (10:39:23 PM) lovelySnuggles: The thing you get when you finish growing and win
  462. (10:39:33 PM) OJ: I think the Skaiatravel proposal is more popular than the 'make the Game less... brainwashy and more legit-personal-growthy' proposal
  463. (10:39:35 PM) lovelySnuggles: But you aren't getting it anymore, so it just makes new ones
  464. (10:40:09 PM) keeningMorrigan: it's still kinda brainwashy?
  465. (10:40:10 PM) oven: it's something you decide for your individual characters, whether you want them to learn good lessons or not so good ones
  466. (10:40:38 PM) keeningMorrigan: it's forming you in a certain direction, whether you want to go that way or not- and generally it makes you want to cooperate
  467. (10:40:44 PM) OJ: Point
  468. (10:40:52 PM) Keleviel: There's still lessons to learn
  469. (10:40:58 PM) OJ: Okay, less /traumatizing/.
  470. (10:41:01 PM) Keleviel: That is still a large part of the game
  471. (10:41:31 PM) Keleviel: Whether or not that's a side part towards the universe things, or the universe things are a side part to that, it's still a major part of the game
  472. (10:41:36 PM) keeningMorrigan: and as for they're 'good' or 'bad' lessons- there's always the misattribution of plotlines, people get glitched to get the wrong denizen archetype, if you /really/ want to force someone off track
  473. (10:42:02 PM) OJ: The Murdergame can /stop/ being the Murdergame and still be perfectly traumatizing, just in a more subtle way, depending on how it's played.
  474. (10:42:12 PM) OJ: Is that something we are open to people doing?
  475. (10:42:16 PM) oven: no
  476. (10:42:29 PM) OJ: Personal opinion, or...?
  477. (10:42:55 PM) oven: why would you ask if you didn't want people's opinions
  478. (10:43:10 PM) OJ: Are you speaking for yourself or the group when you say 'no'?
  479. (10:43:37 PM) oven: how could I be speaking for the group
  480. (10:43:55 PM) statisticalDepression: Some people will just sort of do that sometimes
  481. (10:44:03 PM) statisticalDepression: It gets confusing so we prefer to make sure
  482. (10:44:21 PM) OJ: It was /possible/ that you could say 'no, because this discussion was trying to find ways to make the game /less/ traumatizing and you're moving away from that premise-of-discussion'
  483. (10:44:52 PM) lovelySnuggles: (Basically just a wording thing which can lead to misunderstandings)
  484. (10:45:23 PM) OJ: in which case I would say the /purpose/ was to shake the characters up moreso than unfuck everyone and live happily ever after
  485. (10:46:01 PM) Keleviel: Wasn't the original purpose to make the session less oppressive and less of something where there was no way to win?
  486. (10:46:09 PM) OJ: Point.
  487. (10:46:33 PM) OJ: Something that would give them hope. Something that would let our characters feel like they've made progress, and move them forward on some sort of story arc instead of treading water.
  488. (10:46:47 PM) OJ: Is this about right, or is it a serious misinterpretation?
  489. (10:46:58 PM) countedFish: sounds about right to me, yeah
  490. (10:47:05 PM) Keleviel: That's what I interpreted it as
  491. (10:47:57 PM) OJ: Thank you. In that case, I'd prefer for it to be something the /players/, by and large, create, rather than something the Game imposes on them. Such as a metaplot of Game research unlocking Skaiatravel.
  492. (10:49:58 PM) OJ: There are already people who have done it, who could share how, and some people could get lost on the way, and some people could succeed, and eventually we'll get more successes than failures...
  493. (10:51:55 PM) oven is now known as lawTroll
  494. (10:52:47 PM) OJ: I'd like to get /some/ reaction to this. The complete silence is unnerving me a little.
  495. (10:53:25 PM) Keleviel: Sorry, was a bit distracted
  496. (10:53:42 PM) Keleviel: Well, that does sound like an interesting idea
  497. (10:54:01 PM) Keleviel: I feel there should be a "but" in there, but I'm having trouble actually coming up with it
  498. (10:54:11 PM) keeningMorrigan: i haven't got a problem with people working more on skaiatravel, from your summary
  499. (10:55:05 PM) countedFish: I'd like something along those lines, too. Something that the players make, for themselves and each other, and which /eventually/ makes things a little better.
  500. (10:55:23 PM) OJ: Perhaps someone stumbles through a Skaia into a session earlier on the timetrav and has problems with that, then has to explain not only to Violet, but eventually to /everyone/
  501. (10:55:24 PM) lovelySnuggles: (My thoughts right now are mainly actually along the lines of "should we continue trying to think about the main things brought up, or focus on the things everyone seems to all like, and make sure that it'd still be like that after it'd be implemented?)
  502. (10:55:30 PM) Keleviel: Ah, got one
  503. (10:55:36 PM) Keleviel: That's not much of an actual change
  504. (10:55:43 PM) Keleviel: Skaiatravel comes up, okay, great
  505. (10:55:54 PM) Keleviel: If it's just as hazardous as Ring travel, then so what?
  506. (10:56:26 PM) OJ: This is true. But you're not thinking broadly enough. If it is even a /smidgen/ less hazardous than Ring travel - and it will be less hazardous than Ring travel for many people already solely due to the fact that it involves, in its ideal form, neither Angels nor Others - then it will be used.
  507. (10:57:03 PM) Keleviel: It still feels like not enough of a change
  508. (10:57:19 PM) OJ: And the methods can further improve. Better mnemonics for keeping your head inside the Wood between the Worlds, perhaps, or a way of identifying /which/ session you're going to that doesn't take years.
  509. (10:58:09 PM) Keleviel: And is that going to kickstart more of a part in the game where people will travel more readily between sessions?
  510. (10:58:11 PM) OJ: Bobbin, are you okay with it eventually being less hazardous than Ring travel?
  511. (10:58:36 PM) lovelySnuggles: It sounds like it'd affect the veterans with close connections more then just everyone in the game as a whole so far
  512. (10:58:38 PM) OJ: You said you weren't, earlier, but it will already be less hazardous than the Ring for vulnerable populations and will become less hazardous than the Ring for a /lot/ more people as the research improves it
  513. (10:59:02 PM) OJ: and unless it is less hazardous then it won't change /much/
  514. (10:59:05 PM) lovelySnuggles: Because why would people risk the dangers of travelling sessions if they don't have a real reason to?
  515. (10:59:16 PM) keeningMorrigan: my main issue is that by making it 'too easy' to just up and leave a session if there's big problems, you take away a lot of opportunities for forcing problm solving
  516. (10:59:36 PM) OJ: This is... true, and interesting.
  517. (11:00:15 PM) OJ: You're tapping into the Closed Circle-ness of the form 'we're all forced to deal with our coplayers and problems here in this session', and -
  518. (11:00:42 PM) OJ: This /can/ be offset somewhat by things like the case of aligerousDecoy, where the Ring travel /brings/ the problem with it, rather than solving the problem
  519. (11:00:54 PM) OJ: but it does force a change in the way you formulate your setting
  520. (11:00:55 PM) OJ: so hmm
  521. (11:04:55 PM) Keleviel left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  522. (11:05:10 PM) OJ is now known as otherlawTroll
  523. (11:05:19 PM) otherlawTroll is now known as OJ
  524. (11:06:48 PM) lovelySnuggles: I...must admit personally I was more interested in denizen workings and how some things could change for some people depending on how far ahead they are in terms of experience and other things
  525. (11:07:49 PM) OJ: I have to admit my primary trouble with the Denizen-and-land-changing-to-be-more-accommodating is that I'd prefer to have it be more /diverse/ rather than averaging out better-for-the-players
  526. (11:07:55 PM) lovelySnuggles: Messing with ring and skaia travel aren't things I really know much about or have many ideas, so I don't think I'd help discussions involving how it works and changes
  527. (11:08:57 PM) OJ: I... think I would be okay with the new Denizen and Land types being distributed as /glitches/ similar to the extra titles, rather than some sort of rollout of 'the game is going to be better at being the game now'
  528. (11:10:45 PM) lawTroll is now known as oven
  529. (11:10:47 PM) OJ: but I also have to point out that this is coming from I Write Trauma Into Literally Everything and I don't trust my ability to actually be /able/ to write a Game that was significantly more benevolent
  530. (11:19:52 PM) You are now known as Zu|Sleepy
  531. (11:25:37 PM) statisticalDepression left the room (quit: Quit: http://www.mibbit.com ajax IRC Client).
  532. (11:27:41 PM) lovelySnuggles: Conversation seems to have pettered off, and people are heading off to bed, continue this later maybe?
  533. (11:33:22 PM) Zu|Sleepy: yeah
  534. (11:33:26 PM) Zu|Sleepy: \it'd be a good idea to log it and post it
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