Play in Tuluk

Started by Incognito, December 03, 2014, 01:25:05 PM

Despite my idea earlier, I don't have a problem with Tuluk. I just haven't played a citizen there because I am intimidated by the documentation. I feel like it'd be like starting all over again as a noob, which is kind of exciting, but mostly just scary.

Why is Tuluk fun to play in?

Rich history.
Secretive stuff that is fun to discover.
You don't need to join a clan to get good at skills if you want to play a hunter. There are critters that are easy to take for any new hunter. But as always use caution as there are critters that will kill you quickly if you get too close.
Culture and lots of it. If you've never played there start a character to explore and find out.
With the war people tend to help out other citizens more so there is a sense of comradey. (note this may have changed, it's been almost 6 months since I've played a character in Tuluk)
Not a real sense of fear that you'll accidentally say one thing wrong to a Faithful or Chosen and be dead the next day.
Smaller city than Allanak with the shrkage that happened. For all of you that like to play in clans it doesn't take you a third of the night to travel to a tavern and a third to get back to your barracks for training leaving you 5 minutes to sit there and talk to someone.
Clean - There are trees and grass and stuff.
No constant storms impeding your ability to go hunting.  
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Quote from: Ouroboros on December 04, 2014, 06:49:15 PMstuff

the stuff about psionics
i put it at the bottom of the post
Quote from: LauraMars on December 15, 2016, 08:17:36 PMPaint on a mustache and be a dude for a day. Stuff some melons down my shirt, cinch up a corset and pass as a girl.

With appropriate roleplay of course.

Quote from: Beethoven on December 04, 2014, 08:03:03 PM
Despite my idea earlier, I don't have a problem with Tuluk. I just haven't played a citizen there because I am intimidated by the documentation. I feel like it'd be like starting all over again as a noob, which is kind of exciting, but mostly just scary.
I believe I felt this way about Tuluk. Once I tried an "actual" Tuluki I had a blast. You just have to survive long enough to get into a niche. Tuluk has mostly secular RP, in my experience.
Quote from: Fathi on March 08, 2018, 06:40:45 PMAnd then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

I have played a lot in Tuluk, including sponsored roles and a bard.  I was there when the most recent war broke out, through the Hlum thing, and after the revamp. It's fun, interesting and has a lot of opportunity for good RP. 

What Tuluk has going for it:

1. It seems to be a "smarter" place than Allanak. Kind of nerdy in a way.
2. Lot's of opportunity for artist RP.
3. Lot's of Murder Corruption and Betrayal. Both subtle and very in your face.  Don't believe me?  Try playing there.
4. An excellent place to play an Independent hunter (so long as you are inked).  The levies, temporary partisan agreements etc all make this possible.
5. Some well thought out and fun Noble Houses to play in.
5. Excellent lay out, easy to get around in.
6.Spice.

What could make the place better?
1. Up the nerd factor.  Add in science, technology and medicine. The basis for this exists in the current set of Noble Houses.
2. Re do the bards.  Perhaps when the player base was bigger, the current system worked. Now,  it's too cumbersome.
3. Get serious with the silly war already.  Muk should wee or get off his pot.
4. Make the Warrens into a unique and exciting area.  No..don't copy the Rinth or Undertuluk.  Make something new. The wild wild north. A place where a commoner can survive without having to be a thug, yet at the same time a place where anything goes, perhaps even magick in private at least. Think of a Gold Rush town in California.  Or Hell on Wheels.

My ideas at least.
At your table, the XXXXXXXX templar says in sirihish, echoing:
     "Everyone is SAFE in His Walls."

Quote from: Norcal on December 04, 2014, 11:09:53 PMWhat could make the place better?
1. Up the nerd factor.  Add in science, technology and medicine. The basis for this exists in the current set of Noble Houses.
2. Re do the bards.  Perhaps when the player base was bigger, the current system worked. Now,  it's too cumbersome.
3. Get serious with the silly war already.  Muk should wee or get off his pot.
4. Make the Warrens into a unique and exciting area.  No..don't copy the Rinth or Undertuluk.  Make something new. The wild wild north. A place where a commoner can survive without having to be a thug, yet at the same time a place where anything goes, perhaps even magick in private at least. Think of a Gold Rush town in California.  Or Hell on Wheels.

My ideas at least.

I think that accomplishing #1 is completely doable ICly. I get the impression from what staff has said (especially with the older threads that Nyr linked) that #3 is something that is progressing. Making a war doesn't happen in a day and needs PCs to accomplish it. Slowly, the wagon starts to trundle along. I think #4 is something staff would need to take a look at, but with the gritty Tuluki warrens family role-call, it seems like there's an emphasis on gritty and the warrens. I'm not sure what you're suggesting with #2, so maybe you could elaborate?
As of February 2017, I no longer play Armageddon.

Ive only had a handful of Pc's so far. Most of them (All of them actually) Have been
Allanaki/ rinthi. After Reading this, all the pros/cons of Tuluk, it does seem a daunting
prospect to start a Tuuki character, and actually get somewhere with it. And I like
challenges! So once My Current PC stops being so death-evasive, and finally kicks the bucket Ill
be Rolling up a Northie, or probably two...as Ill fail miserably to understand the more nuanced
society, and dissapear on my first one :D
The Ooze is strong with this one

Quote from: 8bitgrandpa on June 28, 2016, 12:01:20 AM
You are our official hammer, Ooze.

Malachi 2:3

December 05, 2014, 12:52:44 AM #157 Last Edit: December 05, 2014, 12:56:16 AM by Norcal
Quote from: Taven on December 04, 2014, 11:49:41 PM
Quote from: Norcal on December 04, 2014, 11:09:53 PMWhat could make the place better?
1. Up the nerd factor.  Add in science, technology and medicine. The basis for this exists in the current set of Noble Houses.
2. Re do the bards.  Perhaps when the player base was bigger, the current system worked. Now,  it's too cumbersome.
3. Get serious with the silly war already.  Muk should wee or get off his pot.
4. Make the Warrens into a unique and exciting area.  No..don't copy the Rinth or Undertuluk.  Make something new. The wild wild north. A place where a commoner can survive without having to be a thug, yet at the same time a place where anything goes, perhaps even magick in private at least. Think of a Gold Rush town in California.  Or Hell on Wheels.

My ideas at least.

I think that accomplishing #1 is completely doable ICly. I get the impression from what staff has said (especially with the older threads that Nyr linked) that #3 is something that is progressing. Making a war doesn't happen in a day and needs PCs to accomplish it. Slowly, the wagon starts to trundle along. I think #4 is something staff would need to take a look at, but with the gritty Tuluki warrens family role-call, it seems like there's an emphasis on gritty and the warrens. I'm not sure what you're suggesting with #2, so maybe you could elaborate?

Ok Bards.
1. A bard is a tremendous amount of work.  That is a good thing. Yet I think that since the amount of work that is almost equal with a sponsored role, bards should get more support and the ranks should be easier to progress through. Comparable to a GMH. My experience was limited in time, so this may be off base.
2. There are too many circles. There should be fewer or perhaps some should be closed for a time, or shifted over to Winrothol.
3. If you are going to have lots of circles, shift at least one of them from performing arts to 100% visual or applied art.
4. Bardic traditions are oral, yet I think literature and literacy should be available to bards at some level. This would go along with the whole science and technology thing I spoke about earlier.
5. IC recruiting should be easier and more frequent.
6. Current Bardic culture is complicated and steeped in the Occupation. I am not criticizing it, as much of it is cool. Just revamp it to reflect the New Tuluk and also a much newer playerbase. That would excite players in the game today about plotlines that actually are meaningful to them.
7. Teaching!  Some circles already specialize in a certain type of this. Yet I am thinking that the bards could be like Tor for crafters. A sort of training academy, and when you finish, you are a highly trained individual
At your table, the XXXXXXXX templar says in sirihish, echoing:
     "Everyone is SAFE in His Walls."

I agree with literacy for some bards, but not all. It would make sense as some bards are hired to be tutors to young Chosen.
I am unable to respond to PMs sent on the GDB. If you want to send me something, please send it to my email.

A more literate high commoner might be an intriguing point of contest I. Tuluk.
"You will have useful work: the destruction of evil men. What work could be more useful? This is Beyond; you will find that your work is never done -- So therefore you may never know a life of peace."

~Jack Vance~

Quote from: Norcal
Ok Bards.
1. A bard is a tremendous amount of work.  That is a good thing. Yet I think that since the amount of work that is almost equal with a sponsored role, bards should get more support and the ranks should be easier to progress through. Comparable to a GMH. My experience was limited in time, so this may be off base.

Nothing worth having is easy nor simple. Tuluk is ripe with a great many traditions with some playing heavily upon politics, reputation and a fair amount of knowing how to maneuver through both. It really is not that hard to progress as a bard if you follow the documentation. Some bards in history have progressed quicker than others. To find out the why - look IC or play a bard and find out through the histories provided both by staff and by other players in said clan. Playing a bard is a sponsored role and there is a lot of support via staff which they've put to flesh in revamps done in the past two years towards updating the Circle to be more fleshed out and self-sustaining.

Quote from: Norcal
2. There are too many circles. There should be fewer or perhaps some should be closed for a time, or shifted over to Winrothol.

I think this is where new players to the clan and Tuluk fail to understand what the Circle is about. Each Circle is the Circle. There is no us against them, or higher Circle than the other. It is a community. Each Circle just happens to focus on a different spoke of the wheel, so to speak. There is, though, no reason in which any Circle would be shifted to a Chosen House, Winrothol or any other. The Circle is not owned by any Chosen House.

Quote from: Norcal
3. If you are going to have lots of circles, shift at least one of them from performing arts to 100% visual or applied art.

The Circle is not a GMH. Their blood is performance, not being vending machines for crafts.

Quote from: Norcal
4. Bardic traditions are oral, yet I think literature and literacy should be available to bards at some level. This would go along with the whole science and technology thing I spoke about earlier.

Literacy is not permitted to the Common at the moment. The Circle are all Common. Of course, who knows, maybe its there already, maybe its all IC. Who knows.

Quote from: Norcal
5. IC recruiting should be easier and more frequent.

Nothing worth having is easy and those who show patience, show passion, I bet.

Quote from: Norcal
6. Current Bardic culture is complicated and steeped in the Occupation. I am not criticizing it, as much of it is cool. Just revamp it to reflect the New Tuluk and also a much newer playerbase. That would excite players in the game today about plotlines that actually are meaningful to them.

The Circle was already revamped in the past two years and it grows plenty with plotlines. My motto: if you don't like something - actually play the game, the role, follow the documentation and through IC change the world.

Quote from: Norcal
7. Teaching!  Some circles already specialize in a certain type of this. Yet I am thinking that the bards could be like Tor for crafters. A sort of training academy, and when you finish, you are a highly trained individual

Why would the Circle become an academy for Crafters... that is what GMH are for. If you want that sort of academy, follow the newest means of creating a clan and make one yourself. The Circle is full of bards, not crafters.



First, i'll state what i see allanank as (based on observations) and Tuluk (From experience so far in comparison to my observations of allanak)

Allanak sounds like its fast paced, theres lots of plots and lots of people get involved right then and quick, and thats awesome - that kind of RP can be great, fun and rewarding in its own way.


Where as Tuluk, it's slower paced- there are plots everywhere, but you won't notice right off, they wont be thrown into your face, Tuluk is slower paced then Allanak from what i'm reading about from peoples posts, and comparing it to my experience with Tuluk thus far.

I chose to start in tuluk after reading the documentation and being fascinated by its history, its culture, and caste system.

Tuluki RP doesn't culminate into a big finale very quickly, but it grows on you slowy - it doesn't matter what kind of character you start as, there are opportunities as long as you strive for something - look around, meet people, know people.

It's definitely slow paced, but the bigger moments when they do happen feel spectacular when they do, and there's just a certain satisfaction i personally find in the slower pace, coming from an rp community where its much, much faster paced.

My recommendation if your considering playing in Tuluk? just make a simple, humble character, don't have any grand goals, maybe just trying keep making a living, and see where that can take you, and if you're intimidated by the thought of playing in Tuluk well, I was too, theres a lot to grasp, but! If you've not played in Tuluk before, or havent in a long time and feel intimidated; my suggestion, do it, go outside your comfort zones, see what its like.

As for people saying theres a lack of things like criminals, or crime, and it's impossible? it's hard, but it's not impossible. Want crime? Make a criminal, find opportunities. because they -are- there.

I think I have a tuluki inked concept to play as my next PC that I can make fun as a raider. Kind of a throwaway but if I focus on interaction outside of Tuluk and not sitting in the walls all the time then I should be able to get some good interaction. Because as a player I am neutral to whether I win or lose I would not twink skills but will accept roleplayed sparring as well as hunting/raiding partners. While playing the tuluki I will have either a role app or special app going. I am looking forward to it and I have this thread as inspiration for it.
Useful tips: Commands |  |Storytelling:  1  2

Quote from: Nyr on December 04, 2014, 08:48:26 PMthe stuff about psionics

Ah. No, that wasn't news to me. It's what I hinted at when I said originally...

Quote from: Ouroboros on December 04, 2014, 12:11:22 PMAnd while the Lirathan Order is now gone... Ahem. Anyway.

Mainly because as per the docs...

Quote from: Nyr on December 04, 2014, 06:07:55 PMThe authority of the Templarate is backed by the Sun King and the abilities of the mind and body that He grants His Faithful servants.

Is really just a rework of the original problem with a new label. For me personally, I mean. Whether it's granted by default or other means of implementation, I feel "abilities of the mind" in the hands of select few without social repercussions are a problem that far too frequently (for my tastes) leads to Deus Ex Machina solutions. Whether you call it Lirathan or not doesn't really change that.

...all of which has absolutely nothing to do with the bigger issue I outlined.
Quote from: Nyr on September 30, 2013, 11:33:28 AMYes, killing them is possible, but leaving someone alive can create interesting roleplay.

Quote from: Ouroboros on December 05, 2014, 02:39:38 PM
...all of which has absolutely nothing to do with the bigger issue I outlined.

In your opinion.  Which is fine--you don't think that we can (or have) re-balance(d) stuff in Tuluk for templars to remove those kinds of situations, whether by changing skill sets or not--and that's your opinion and you are entitled to believe so.  It's also why I mentioned earlier that I disagree with some of your points.  However, at least we understand each other's positions, and knowing is half the battle.

G.I. Amos!
Quote from: LauraMars on December 15, 2016, 08:17:36 PMPaint on a mustache and be a dude for a day. Stuff some melons down my shirt, cinch up a corset and pass as a girl.

With appropriate roleplay of course.

Quote from: Nyr on December 05, 2014, 02:46:08 PM
...knowing is half the battle.

G.I. Amos!

As my loving wife explained... 
Quote from: Ms.Whitt
... and killing is the other half.
Quote from: BadSkeelz
Ah well you should just kill those PCs. They're not worth the time of plotting creatively against.

Quote from: Nyr on December 05, 2014, 02:46:08 PMIn your opinion.

It's not my opinion, Nyr. You're taking my personal issues with Tuluk and confusing them with the bigger issues I see with the city. The Lirathan Order was a personal problem for me. Whether that issue was resolved by your changes to my satisfaction or not has nothing to do with everything else I discussed in my original post. That being the fact Tuluk is at a major disadvantage when compared to Allanak, and could be better balanced. Which in turn would make it more attractive to play in, and get more activity there. All of which again has nothing to do with Templars.
Quote from: Nyr on September 30, 2013, 11:33:28 AMYes, killing them is possible, but leaving someone alive can create interesting roleplay.

I think we should just play there as a change of pace anyway and maybe it'll be awesome regardless of the hearsay. I know I will be. :D
Quote from: Agameth
Goat porn is not prohibited in the Highlord's city.

I'm with you Zoan. I'm going to give it a go here whenever I have the need to make my next PC.  As far as balance issues goes, I think a lot of us know it only really takes a few veteran players to shift the Murder balance to be skewed anywhere in the game. We've seen it before.

Quote from: Ouroboros on December 05, 2014, 03:02:14 PM
Quote from: Nyr on December 05, 2014, 02:46:08 PMIn your opinion.

It's not my opinion, Nyr. You're taking my personal issues with Tuluk and confusing them with the bigger issues I see with the city. The Lirathan Order was a personal problem for me. Whether that issue was resolved by your changes to my satisfaction or not has nothing to do with everything else I discussed in my original post. That being the fact Tuluk is at a major disadvantage when compared to Allanak, and could be better balanced. Which in turn would make it more attractive to play in, and get more activity there. All of which again has nothing to do with Templars.

I thought about explaining how it is relevant (templar abilities being a counter to the other city-state) but I recall that generally you do not agree with me and vice versa, usually requiring pages of discussion to find common ground.  I think it'd be best if I just address other comments here instead and thank you for your opinions and for sharing them.  I may disagree, but it's always good to see people that are passionate about the game.  I think that's healthy and great to participate in!
Quote from: LauraMars on December 15, 2016, 08:17:36 PMPaint on a mustache and be a dude for a day. Stuff some melons down my shirt, cinch up a corset and pass as a girl.

With appropriate roleplay of course.

Quote from: Nyr on December 05, 2014, 03:19:17 PM...templar abilities being a counter to the other city-state...

Faithful abilities in the hands of a handful counter Templar abilities in the hands of a handful. There's no equivalent to gemmed in the north. So no, it's not the same thing. Countering that by acceptance of possibly toned down psions outside the Faithful or by a strong focus on technology possibly through House-led initiatives could provide such a counter.

Quote from: Nyr on December 05, 2014, 03:19:17 PMI think it'd be best if I just address other comments here instead and thank you for your opinions and for sharing them.

It'd be great if you tackled some of the other folks mentioning technological advancement throughout this discussion, which you ignored in favor of trying to point out how my opinion is invalid since I first posted.

Quote from: Nyr on December 05, 2014, 03:19:17 PMI may disagree, but it's always good to see people that are passionate about the game.  I think that's healthy and great to participate in!

No arguments there. :)
Quote from: Nyr on September 30, 2013, 11:33:28 AMYes, killing them is possible, but leaving someone alive can create interesting roleplay.

I think the technological stuff is an interesting thought.
Quote from: LauraMars on December 15, 2016, 08:17:36 PMPaint on a mustache and be a dude for a day. Stuff some melons down my shirt, cinch up a corset and pass as a girl.

With appropriate roleplay of course.

...this has been turned into a 'Tuluk is weaker' discussion because of magick?

You're crazy.

The reason Tuluk is played in less is because for many people, the 'feel' of Allanak is what is Armageddon is.  Tuluk has a different feel.  Not  a worse one, just a different one.  So they don't switch away from the one that 'feels' more genuinely seated to them.  This discussion has been had so many times, and trying to turn this into a 'Tuluk needs moar power' thing is frankly just weird.
She wasn't doing a thing that I could see, except standing there leaning on the balcony railing, holding the universe together. --J.D. Salinger

People don't like playing in the quasi-communist society for the most part. Or are very poor at it and get frustrated by the "common sense" of such a society.
Quote from: Fathi on March 08, 2018, 06:40:45 PMAnd then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

Quote from: Nyr on December 05, 2014, 03:29:13 PM
I think the technological stuff is an interesting thought.

Oh god, if you make my steampunk armageddon dreams come true in Tuluk, I'm never playing Nak again.