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Code Discussion / Re: Types of Dusts
« Last post by BadSkeelz on Today at 07:21:24 PM »
You can roleplay taking your helm off to eat and chat at the bar, but I'd wager not a lot of people were doing that before the recent (Excellent) change. I support harmless reminders to the players of the world around them, to encourage more immersive roleplay. This idea seems worth considering.
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Code Discussion / Re: Types of Dusts
« Last post by triste on Today at 07:20:59 PM »
Yes, amazing: my comments were mostly inspired by a roleplayer who did enotes like this well and she is part of why I am playing again. She didn't need special dust code, and per the arguments previously laid out this change ironically reduces the depth of dust related RP insofar as layering obliterates creative license and indeed contextual accuracy. Why needlessly remove depth of roleplay for those who are already roleplaying it well.
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Code Discussion / Re: Types of Dusts
« Last post by Vex on Today at 07:11:30 PM »
True, not enough people RP details like being covered in dust, moreover, not enough people RP specifically being covered in darker dust from silt or paler dust from the salt flats. But I do!

It might be a nice feature for people who are too lazy/busy to roleplay this, but it actually screws with good roleplayers who already do take this into consideration.

Amazing.
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Code Discussion / Re: Tribal, accents, and statelessness
« Last post by Vex on Today at 07:07:16 PM »
It sounds like you want all the different tribes to have more of a unique coded accent, but that's the problem: they're all coded as skills and integrated in all forms of verbal communication. The issue is, then, we'll be modifying code, and the effort absolutely shouldn't be wasted on the typical lone tribal, last of his kind, etc. who may just wind up dying in a week anyway.

No, you've missed the point, entirety.

I'm suggesting we need a coded origin, for the drifters and stateless trash, for the purposes of separating them from authentic tribal characters. The homogenizing effect of everyone not wanting to be northern or southern, being tribal, is a negative one, on the actual tribal experience. I don't feel its intentional, or that picking a tribal for lack of other options is 'wrong' exactly, but that we could very easily provide an alternative for those kinds of characters, that doesn't diminish the tribal persona so much.
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Code Discussion / Re: Tribal, accents, and statelessness
« Last post by Gentleboy on Today at 04:14:26 PM »
This is an interesting post and I'm glad someone started it.

I think something important to remember is that each tribe has their own level of "wildness".

If an individual chooses to put on kitten heels and join Salarr, so be it. Their own personal ramifications of turning their back on their tribe? Well, there are no ramifications. There's no tribe to hold them up to what they're doing. Coded tribes, if they got an apartment in the city (in most cases) Would be stored. I dunno.

This seems like a thread questioning the practicality of non-coded tribals. Maybe I'm just putting what I wanna talk about on the forefront of my mind. I don't know what the point of non-coded tribals are to be honest, but- would love to know. If someone wants to dm the positives of independent tribals, please do.



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Code Discussion / Re: Tribal, accents, and statelessness
« Last post by Alesan on Today at 03:00:11 PM »
Oh good, then I'll really be able to make a proper mysterious, hooded, elusive man!
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Code Discussion / Re: Tribal, accents, and statelessness
« Last post by HeeBeeGB on Today at 01:50:07 PM »
It would be nice if there was an 'unknown/hard to place' accent, that wasn't learnable to people listening. So those who come from an unknown background or drifter type background can have that niche, but it isn't a niche that's easily replicated.
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Code Discussion / Re: Tribal, accents, and statelessness
« Last post by NinjaFruitSalad on Today at 11:26:50 AM »
Yeah was going to mention there's Rinthi accent and Desert accent, at least as far as I am aware. There COULD be more, not sure.

It sounds like you want all the different tribes to have more of a unique coded accent, but that's the problem: they're all coded as skills and integrated in all forms of verbal communication. The issue is, then, we'll be modifying code, and the effort absolutely shouldn't be wasted on the typical lone tribal, last of his kind, etc. who may just wind up dying in a week anyway.

Just consider the in-game implications of this, where everyone starting a new tribal character would have the option to define a new type of accent. At the very least, that'll be a mess of code, and assuming it all works, players could end up flooded with a host of different accents on their skills sheet, half of which are defunct and no one actually speaks anymore. I think, maybe, we could just do with a few more types of coded accents that could add a bit more variety, but I have to say, this brings up the question of where these accents came from. If it's not broken, don't fix it.

Also, don't know what you're talking about with "tribals acting like city slickers". For one thing, this simply isn't true. By far it is not true. I don't think I've even seen a single person in game wearing heels, yet. I think you may just be forgetting that "tribal accent" is just that: an accent. It doesn't actually indicate that a player belongs to a specific tribe. And with Luir's being a very prominent outpost, much like a small city, it only makes sense that locals there pick up such an accent and speak that way, even if they may indeed be city-dwellers for the most part.
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Code Discussion / Re: Types of Dusts
« Last post by triste on Today at 11:13:09 AM »
It's something you can roleplay already, and it's something people have roleplayed in an excellent way for more than 30 years.

I don't know what this adds, and out of all the features people want that require coded support this one should be considered low priority because it doesn't really add much that you can't already roleplay.

That said, it /is/ a fun idea (very first thing I said) and might be nice if we had infinite coding resources.
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Code Discussion / Re: Types of Dusts
« Last post by NinjaFruitSalad on Today at 11:05:51 AM »
This is actually a great idea.  +1

Fun idea, but I do not see how it is terribly necessary, nor does it add anything that you cannot already do in roleplay.

True, not enough people RP details like being covered in dust, moreover, not enough people RP specifically being covered in darker dust from silt or paler dust from the salt flats. But I do!

And if anything a coded implementation like this might yuck my RP yum, because I enjoy roleplaying this, and because my characters often rides the ENTIRE known, and because this code would likely just layer over the most recent dust encountered, I'll no longer look like that "Badass who came all the way from hunting Bahamets with Northern mud on her boots," this code would just make me look like "Another scrub who rode through the salt flats because that's what she rode through most recently and it covered all her cooler, more exotic dust."

TLDR: written out roleplay accomplishes everything this idea does, and does it better. It might be a nice feature for people who are too lazy/busy to roleplay this, but it actually screws with good roleplayers who already do take this into consideration.

It wouldn't "screw" anyone. It only makes everyone's life a bit easier, if anything, since they don't have to bother adding these details themselves anymore.

And the reason you give doesn't make any sense, seeing as the "exotic" dust you had on you before WOULD be blown off and covered up by wherever you rode through most recently. That, and it wouldn't touch any northern mud on your boots. But if you still want to RP even more layers of dust under the coded layer from other far-off regions, you can still knock yourself out.

I'm in favor of the proposed idea because it adds a subtle detail that I think would enrich the player experience a bit without, hopefully, being too difficult to add in.
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