How to create indie RP/plots

Started by oggotale, May 11, 2019, 04:09:53 PM

May 11, 2019, 04:09:53 PM Last Edit: May 12, 2019, 01:29:46 AM by oggotale
A lot of the advice I've come across seems specific to plot creation using the existing IG frameworks (being a good noble, being a good Sarge, etc).

Is there anything out there about creating plots as an independent? How do you do it? How /would/ you do it?

Do post any specific ways you've done this in the past (if you'd like), or even general guidelines. Or just link me to some resources concerning this that I might have missed, it seems like a topic that was probably discussed in the past but I cant dig up the deets.

I know there's the bit in Mansas guide but it seems to focus a lot on Staff interaction and Staff support, I'm more interested in the kind of things players themselves find fun OOCly vis a vis things they do ONLY because theyre ICly getting paid for it or get some other IC benefit (often, observing the latter may not be a good proxy for the former).

Or are all indie plots boring bs and players only really appreciate the big meaty plots trickling down from upstairs?

Take all this with a grain of salt, but this is my viewpoint.

1. Spend your coins.  If you have any type of craft, chances are you can sell them for coins to someone.  What many people seem to do is sell lots of items to shops but never really try to do it with players.  So they end up after time with a large bankroll and nothing to spend it on.  Or people make the mistake of spending every single coin on their character and not others.

If you want to have plots and things happen, with or without staff involvement, you need to have more than yourself involved in it.  Hire the Byn to escort you from A to B.  Hire a guide to bring you too and from a said place.

Don't hold onto your coins like Nenyuk gives you an incentive once you hit ten large or whatever, spend it, sometimes I spend my coin faster than it comes in.

2. Make friends with people who don't really matter to your goal.  Say you're an indy hunter, that tressy tressy bar sitting aide may never buy your mekillot skins from you, but may know who is looking for them, or drop your name in a conversation with someone.

This might lead to you and your group being invited to do things.

3. Look for ways to get involved beyond a buy sell relationship.

What I mean is if you're a crafter but you can't skin, maybe try to work for someone else, not a merchant house, but a player who seems to have what you need/want to get yourself off the ground.

3a. Don't be super secure with how you play.  If you don't trust anyone in the game, ever and you never tell anyone where you live, never tell anyone a vulnerable aspect about yourself.  You will probably never be screwed over, but you'll not be involved with much either.

I've noticed this a lot, everyone wants to be their own man/dwarf/elf whatever, doesn't want to work for anyone, doesn't want to swallow their pride and deal with being an employee or a helper to someone else.  While I think everyone thinks, what's in this for me, the most fun I've had has been when I wriggled my way into personal relationships and started working for someone, then growing beyond them, or having someone work for me.

Other players are less inclined to interact with you when you treat them like an NPC.  Sell hide Cerelum, Cerelum says, "I already have too many of those." doesn't come outta a players mouth.

I've bought and sold stuff that were totally un-needed by me or others simply by having a good working relationship with them.

That's my two cents.

Quote from: Cerelum on May 11, 2019, 06:45:19 PM
Take all this with a grain of salt, but this is my viewpoint.

One of the reasons I speculate that I seem to get more helpful opinions (albeit shorter) on discord than here is because people don't like to take this risk, thanks mate!

I try and kill people. Most the time it is pretty half-assed mostly to give others something to do.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

May 11, 2019, 08:54:12 PM #4 Last Edit: May 11, 2019, 08:56:22 PM by only_plays_tribals
Hate something. Rally others to hate it with you.

Spill secrets. Keeping everything to yourself is playing with yourself. Don't masterbate. Circle jerk.
You begin searching the area intently.
You look around, but don't find any large wood.
You think: "Story of my life."

How I create interactions with people is by doing the following:
1) Find excuses to talk to as wide a variety of people as possible. This might mean being fearful of a magicker and expressing that fear quite visibly such as with furtive glances, shaking hands, even saying hello when you think the magicker is looking in your direction.

2) Find things for people to do. If you see a 'rinther, ask them to buy spice. Or ask them what the latest word is in the Labyrinth. Ask them to tell you who other criminals are. Knowing who the local criminals are can help you buy stuff on the cheap. We all value rumors. It's why we always type "look board rumor" and then read them. Asking other people what rumors are on boards you can't see gives you that information. Don't know everything there is to know. Instead of risking life and limb, offer to buy food from new hunters on the cheap.

3) Find out what other people are doing. Find ways that helping them benefits your and then help them. But always demand a price or benefit to your character that they are willing to part with or provide.

4) To create plots, give yourself goals and try to involve the widest range of people possible. Do as little yourself as possible, potentially only giving yourself the goal of raising funds to pay everyone else (which can be done by asking for favors for other people or via coded means).

5) Give yourself one meaningful flaw that will be counterproductive to your efforts. And then do your absolute best to hide that flaw while still roleplaying it appropriately.

6) Remain true to your character. Don't break character just to involve others or create plots. If your character is terrified of the desert, remain terrified of the desert. Only ever enter it if you absolutely have to. But also be willing to make minor tweaks to your character as necessary. But only if it's truly important.

7) Don't try to generate drama plots. They'll happen naturally without any effort from you. They're also the lowest of low quality plots.

8) Communicate with staff as regularly as they want you to. Once you start doing things that involve other players, shoot them a quick report and ask them how often they would like you to update them in the future.

None of the above requires staff support. By increasing the amount of interactions you have, you'll start getting involved in other people's stories. As you start setting goals for yourself, you'll naturally start to generate plots that other people will enjoy helping you with. The more people enjoy working with you, the more they will interact with you and the more plots will naturally generate.

Also none of the above rules should be followed all the time! Even the ones that say "always". You follow every rule above to the letter, you'll burn out and get bored. Pick and choose which ones you follow at any given time.

One final note that's a big one: The more fun you generate for other players without staff support, the more likely staff will be to provide assistance for plots that do need their help.

May 11, 2019, 11:36:41 PM #6 Last Edit: May 11, 2019, 11:42:18 PM by Eyeball
I don't know. This has always been a difficult question for me.

Money just doesn't motivate most characters very much, contrary to what you might expect ICly.

The exception is the Byn, which more or less exists to accept money in exchange for doing things. If you ask for anything off the beaten path though, it can take a long time for them to do it (if ever).  And a huge amount of coin. Which means spending 98% of your time crafting away, and 2% having fun.

Some people are great at socializing both players and staff and making them enthusiastic about a goal. Some (like me) are not. I've created objectives and the like, only to find everyone to be utterly unenthusiastic, or even hostile in a few cases, to the idea of doing the associated in-game "work", for lack of a better term.

Maybe an answer is to respond to players looking for co-participants (e.g. family members). Having a few characters on the same page about something is a huge boost, even if you are limited to four in your family. I guess that's moving away from being true indie though. Also, the average half-life of characters isn't very long. Your family members are inevitably going to die off. Leaving you alone, if you survive the longest, and then what do you do.

Similar to a section in Mansa's New Player guide... find out what someone's goals are, and try and make your character work for those goals.

Or, have your own goals that require other people. Maybe it needs a custom craft, maybe you need a bunch of blocky stone delivered to build a hut in the middle of nowhere, or maybe your PC just wants to not 'have to work another day in their lives'. All of those would require assistance from other people. Find them. Talk to them.

Similarly, I feel that coins aren't as big a motivator among PCs. Nobody is going to do something 'for free', but find something you can do/provide outside of coins that someone would work for. Access to an apartment? Cheap food? Maybe your favorite crafter is in need of new tools... go buy some 300 coin tools from Salarr and gift those, rather than just 300 coins. Be creative in how you pay people. Additionally, most players are looking for 'something to do' rather than 'coin to spend'. Come up with something for them to work on. Crafter making you a 'generic' sword? Tell them the edge looks off, have them sharpen it. Say the hilt is all wrong and doesn't fit your fingers.

In short, people want to do things with indies just as much as clanned people, but clans tend to get more staff support. As an indie, find out what can be done that doesn't REQUIRE staff intervention, but would just be ENHANCED by it. Then your plots can happen/continue regardless of whether someone logged on or not.
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.

May 28, 2019, 10:33:46 AM #8 Last Edit: May 28, 2019, 10:35:45 AM by Armaddict
Quote from: X-D on May 11, 2019, 08:22:18 PM
I try and kill people. Most the time it is pretty half-assed mostly to give others something to do.

Antagonist roles are so necessary to the game it's ridiculous.  I was going to say in mine, 'Don't be afraid to be the antagonist', but this sums it up nicely.

Don't play it safe.  Find people's plans, find benefit in them, or in messing them up, then go accordingly.  Make enemies.  Find enemies of your enemies to be temp friendsies.  Kill people.  Don't draw out conflict; it will become stale and meaningless.  Make it short, sweet, intense, and increase the excitement of you and your enemies with the intensity of danger in places where they were meant to feel safe.
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

Quote from: Armaddict on May 28, 2019, 10:33:46 AM
Antagonist roles are so necessary to the game it's ridiculous.  I was going to say in mine, 'Don't be afraid to be the antagonist', but this sums it up nicely.

Don't play it safe.  Find people's plans, find benefit in them, or in messing them up, then go accordingly.  Make enemies.  Find enemies of your enemies to be temp friendsies.  Kill people.  Don't draw out conflict; it will become stale and meaningless.  Make it short, sweet, intense, and increase the excitement of you and your enemies with the intensity of danger in places where they were meant to feel safe.

Tbh the temptation of wanting to have my character survive is too strong for me to consider antagonist roles anytime soon. Maybe after the novelty of combat wears off.

Quote from: oggotale on May 28, 2019, 10:40:11 AM
Quote from: Armaddict on May 28, 2019, 10:33:46 AM
Antagonist roles are so necessary to the game it's ridiculous.  I was going to say in mine, 'Don't be afraid to be the antagonist', but this sums it up nicely.

Don't play it safe.  Find people's plans, find benefit in them, or in messing them up, then go accordingly.  Make enemies.  Find enemies of your enemies to be temp friendsies.  Kill people.  Don't draw out conflict; it will become stale and meaningless.  Make it short, sweet, intense, and increase the excitement of you and your enemies with the intensity of danger in places where they were meant to feel safe.

Tbh the temptation of wanting to have my character survive is too strong for me to consider antagonist roles anytime soon. Maybe after the novelty of combat wears off.

Fair call. But sometimes you just gotta pull that trigger :P
Free your hate.

June 12, 2019, 08:35:39 AM #11 Last Edit: June 12, 2019, 08:38:04 AM by tapas
Quote from: Armaddict on May 28, 2019, 10:33:46 AM
Quote from: X-D on May 11, 2019, 08:22:18 PM
I try and kill people. Most the time it is pretty half-assed mostly to give others something to do.

Antagonist roles are so necessary to the game it's ridiculous.  I was going to say in mine, 'Don't be afraid to be the antagonist', but this sums it up nicely.

Don't play it safe.  Find people's plans, find benefit in them, or in messing them up, then go accordingly.  Make enemies.  Find enemies of your enemies to be temp friendsies.  Kill people.  Don't draw out conflict; it will become stale and meaningless.  Make it short, sweet, intense, and increase the excitement of you and your enemies with the intensity of danger in places where they were meant to feel safe.

Antagonist is a literary term that doesn't really have a place in the sandbox environment of Armageddon. I mean other than "grrr I don't like gickers me smash" sort of way.

Other than that it's just bad advice. You should be building plots with conflict to engage other players. If someone dies in the process, that's fine too. But griefing players just to build your kda is a great way to get players to disengage and only play with their ooc friends.

I get pretty tired about hearing how PK causes people to leave the game. Templars are downright pussy cats and I cant remember the last time I had an unreasonable raider.

Play what you enjoy. Definitely be the bad guy who decides to be an antagonist and use PK as a tool to get what they want. One of the most enjoyable deaths I had was from one such player. You cannot control other people, so dont bother. Make the game fun for you and like minded people will play around you.

Quote from: John on June 12, 2019, 08:48:44 AM
I get pretty tired about hearing how PK causes people to leave the game. Templars are downright pussy cats and I cant remember the last time I had an unreasonable raider.

Play what you enjoy. Definitely be the bad guy who decides to be an antagonist and use PK as a tool to get what they want. One of the most enjoyable deaths I had was from one such player. You cannot control other people, so dont bother. Make the game fun for you and like minded people will play around you.
I agree Templar's need to be harder on folks and create fear when they walk in the room.  Just remember to vote for Lord Templar Cerelum next Templar role call.

But it doesn't always have to end in death of players to be scary.  Also I think it's hard to play an antagonist in game, because you kill too many folks and people will label you a griefer, I think I've killed a handful of folks in however many years I've played and I've had some scary roles before that people were afraid of because there is more to being scary than DINGing folks to death.

June 12, 2019, 09:41:07 AM #14 Last Edit: June 12, 2019, 09:42:49 AM by tapas
Quote from: John on June 12, 2019, 08:48:44 AM
I get pretty tired about hearing how PK causes people to leave the game. Templars are downright pussy cats and I cant remember the last time I had an unreasonable raider.

God I wish.

Also. Antagonist. It's seriously becoming a pet peeve.

Quote from: tapas on June 12, 2019, 09:41:07 AM
Quote from: John on June 12, 2019, 08:48:44 AM
I get pretty tired about hearing how PK causes people to leave the game. Templars are downright pussy cats and I cant remember the last time I had an unreasonable raider.

God I wish.

Also. Antagonist. It's seriously becoming a pet peeve.

Antagonists are your pet peeve?
Also, I can't remember the last time I met someone/anyone honestly opportunistic/selfish (beyond just the flavor of acting tough).

Quote from: oggotale on June 12, 2019, 11:25:25 AM
Quote from: tapas on June 12, 2019, 09:41:07 AM
Quote from: John on June 12, 2019, 08:48:44 AM
I get pretty tired about hearing how PK causes people to leave the game. Templars are downright pussy cats and I cant remember the last time I had an unreasonable raider.

God I wish.

Also. Antagonist. It's seriously becoming a pet peeve.

Antagonists are your pet peeve?
Also, I can't remember the last time I met someone/anyone honestly opportunistic/selfish (beyond just the flavor of acting tough).

No. As I was trying to say earlier; I don't like the way players use the term 'antagonist'. I think it's devolved into a silly, nebulous shorthand for 'bad dude with a bow' without much added thought.

Quote from: oggotale on June 12, 2019, 11:25:25 AM
Quote from: tapas on June 12, 2019, 09:41:07 AM
Quote from: John on June 12, 2019, 08:48:44 AM
I get pretty tired about hearing how PK causes people to leave the game. Templars are downright pussy cats and I cant remember the last time I had an unreasonable raider.

God I wish.

Also. Antagonist. It's seriously becoming a pet peeve.

Antagonists are your pet peeve?
Also, I can't remember the last time I met someone/anyone honestly opportunistic/selfish (beyond just the flavor of acting tough).
Iremember getting killed by my only friend because I waved myself into unconsciousness. Bastard.

Quote from: tapas on June 12, 2019, 11:33:30 AM
No. As I was trying to say earlier; I don't like the way players use the term 'antagonist'. I think it's devolved into a silly, nebulous shorthand for 'bad dude with a bow' without much added thought.

I get you now, okay.
Personally I'd still prefer bad dude with a bow to a good dude with a great character given my personal sampling of players. Been a while since I've been fucked over IC, keeps things fresh.

Honestly, the playerbase that I've experienced has been super collaborative and buddy buddy as a rule.

I'm eager to see the next Crimson Wind or real raiding group come up and make the desert dangerous once more.

QuoteAntagonist is a literary term that doesn't really have a place in the sandbox environment of Armageddon. I mean other than "grrr I don't like gickers me smash" sort of way.

Other than that it's just bad advice. You should be building plots with conflict to engage other players. If someone dies in the process, that's fine too. But griefing players just to build your kda is a great way to get players to disengage and only play with their ooc friends.

I in no way referenced griefing with what you posted.  So apparently there needs to be a breakdown.

First, the literary term of antagonist does indeed apply to the sandbox of Armageddon, but there is context to it; everyone is their own protagonist, and those in conflict with them are antagonists.  When people say 'Don't be afraid to play the antagonist', they are saying exactly what you're looking for; don't be afraid to be the bad guy to someone else.

When I say, 'Armageddon needs more antagonism', that isn't waving a flag that says go out and kill everyone.  It's saying be an effective bad guy to those you come into conflict with.  There is just as much or more gained with short, sweet bouts of intense conflict as there are with long, drawn out ones.

I'm not certain why you'd say that 'Don't feel bad or hesitate to be the bad guy to someone else' is bad advice.  Make enemies.  It's a much richer game when everyone is juggling dangers with goals and maneuvering through risks that keep piling up than them being mostly safe and having to search for risky situations when they feel like it.
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

Can you link me stuff in my guides that reference staff involvement?  I may want to take ideas here and post there
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

June 12, 2019, 08:28:01 PM #22 Last Edit: June 12, 2019, 08:33:27 PM by path
Quote from: Riev on May 13, 2019, 09:51:15 AM
Similar to a section in Mansa's New Player guide... find out what someone's goals are, and try and make your character work for those goals.

Or, have your own goals that require other people.

Cool. This. Nailed it. It sounds basic, but want things. Want things desperately. Meet people. Find out what they want. Work together.

Hate things. Hate things desperately. Find other people who also hate things, and work together to crush those things that you hate.

The number of plots that can come out of this ridiculously simple recipe are too endless to begin outlining here. They are as varied as our fingerprints and as nuanced as the characters we're able to create.



(I added italics for the important parts. IMO plots just really aren't as plotsy if you're running them solo.)

Quote from: maxid on June 12, 2019, 01:51:20 PM
Honestly, the playerbase that I've experienced has been super collaborative and buddy buddy as a rule.
I'm happy to say not everyone has been like this. So to those who are bucking this trend: Thankyou!

I have noticed the buddy-buddy mindset does seem to spring up more commonly in less populated areas of the game. Or maybe I'm just good at attracting ANTAGONISTS and the law of averages says there's just less for me to attract in the less populated areas.

The buddy-buddy mindset makes sense when it makes sense.

If there's only one other dude who plays in my timeframe in a specific area where I'm playing, and I have a desire for some social game ... then like hell I'm going to kill that guy. I've done that and learned a painful lesson from it. You kill someone off and then end up storing because you're bored to death.

There's people I've been an antagonist towards and I had them in a situation where I could kill them, but I let them go to plot against me. To do that, however, means you've got to have a measure of trust for your other players. Which ... sad to say ... I no longer hand out indiscriminately. I've found that most players, faced with an antagonist, are going to jump to the biggest and surest way of winning the very next chance they get to preserve themselves.

And I am not sure I blame them anymore. I would find it a boring way to play, but I see it now. You give people too much of a chance in this game, you're going to find yourself looking at a mantishead and thinking, "Well that was unfulfilling."

You aren't rewarded in any way for sacrificing your character for the sake of a good story. You are rewarded instead for 'longevity'. No matter how bullshit your methods of maintaining that longevity have been. You won't earn karma for bravely holding that line against the raiders/gith/scrab with a grainy stone and going down in glory while your comrades made it to safety. Instead you earn a wait for approval and the joy of having to go find a new group of people to play with. You might get some kudos, maybe, but those are a small comfort when a few weeks later you're reading on the rumor board about some awesome adventure your old buddies had that you'd have been able to participate in had you not done the right thing and roleplayed out the victim-side of a betrayal, even though you OOC knew better. Or you see some upcoming event posted and think, "Gah, my last character would have been perfect for that. But this one is struggling to just get some new pants."

With all those factors, you're going to see more of the bullshit behavior and less of the narratively-focused players.

Karma is all good and well but longevity is only one point for the criteria. That being said, karma isn't all its cracked out to be. You'll ultimately get more fun out of /being/ interesting and complex and finding your own way forward than paying good-boy points for a complex and interesting role. Wherever you go, there you are, being a magick user, half-giant, desert elf or noble won't change that.

The reality of sacrifice is that it only means something if it meant something to you and those you did it for. Its better to go down and see your friends go on without you for the satisfaction it gives you than for the hope of a reward. Going down in a noble last stand, if that's what you would or need to do, is the stuff of stories. Maybe you'll be dead but your character will live on in the stories and memories of other characters and that's worth more than any item, sid or karma.

There's plenty of reasons to clash with other players, and taking into evaluation your personal history, race, and place of origin is a good start. Failing that, poking into other's business is a good way to make plots. Information is THE highest commodity in this game, its the more useful than any skill and true and useful information is rarer. I feel immense pleasure when I learn what it is that's actually going on, who's working for who, what the history of groups and individuals are. Because of the one year rule and the general function and culture of the game information trumps everything else. So stick your nose where it doesn't belong. Personally do so, bribe and find informants, ask bad questions in the wrong or right place. Get your face out there.

Lastly getting involved in a group is the best way to find yourself in plots but not the only way to do so. Change revolves around force of personality as much as action. You'll find more people getting involved in your schemes when you make yourself someone to be remembered (subtly or loudly). Do things for other people, get involved in THEIR plots, make friends.
There's a lot of ways to make a good plot, but w;w;w;n;e;e; get loot;k scrab isn't the way to do so.

Quote from: Miradus on June 19, 2019, 08:08:40 PM
You aren't rewarded in any way for sacrificing your character for the sake of a good story. You are rewarded instead for 'longevity'. No matter how bullshit your methods of maintaining that longevity have been.
Quote from: Miradus on June 19, 2019, 08:08:40 PM
You won't earn karma for bravely holding that line against the raiders/gith/scrab with a grainy stone and going down in glory while your comrades made it to safety. Instead you earn a wait for approval and the joy of having to go find a new group of people to play with.
With all those factors, you're going to see more of the bullshit behavior and less of the narratively-focused players.

These resonate with me very much. I know its old hat, but I had a character who was being tortured, and a riot broke out. Because I was still "Following" the Templar in charge, I was let go from the restraints. I felt it was In Character to return to the torture device as I was never actually let go. I wasn't rewarded with karma, or kudos, or any pat on the back for following the rules. I could have just brushed it off sayin the rioters let me go and been on my way. I earned swift death and a new PC for that.

It makes it difficult to engage in plotlines that might irk someone else. I've had mentors in game say "Kill anyone in your way, because anything less means they will ruin your plans later". Its become such a state that you have to be buddy-buddy to accomplish anything, and indies especially end up dying to silly things, or store.
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.

I cannot count the times I've held the line or let the march to the arena happen when I could of easily ran for my life.
"Bring out the gorgensplat!"

The longevity thing is only awarded once, and that is when you demonstrate that you are -capable- of having a character last longer than a day or two. Why? Because it means you are -capable- of getting involved in storylines. A 2-hour character doesn't have time to get involved in much, if anything. A 10-hour character, also not much. But a 5-10-day character? Yup. He's had time to develop, to demonstrate his personality to people who *might* be interested in his participation in things. He's had time to impress, or piss off, enough people that someone would've heard his name, should he accomplish either.

ICly, he is "someone other than yet another one who shows up one day and disappears the next." If you choose not to do this on a regular basis, that's fine. You only need to do it once, to earn that singular longevity point.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

What is that apropos of? Are you saying you only need to follow the rules once, get the karma, then dont do it again?
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.

In this very specific case, I feel the point isn't awarded for merely keeping a PC alive for 1 rl month or what have you. If it were then just roll a PC and log out. But that is not the case at all. I feel like it awarded for showing the ability to keep a PC alive for awhile while playing. The point isn't to push everyone to play the same pc for 10 RL years, it is to foster some kind of consistency.

The best way I've found to make plots is to have your character be really passionate about something, and try to rope other people into helping you meet your goals. The thing you're passionate about can be anything from hating elves to collecting rocks, it literally doesn't matter, as long as you're trying to pull people along for the ride.

Incidentally, this is why I love playing dwarves.
Former player as of 2/27/23, sending love.

Quote from: valeria on June 21, 2019, 11:43:03 AM
The best way I've found to make plots is to have your character be really passionate about something, and try to rope other people into helping you meet your goals. The thing you're passionate about can be anything from hating elves to collecting rocks, it literally doesn't matter, as long as you're trying to pull people along for the ride.

Incidentally, this is why I love playing dwarves.

This, or be totally obsessed with something or someone or both.  Which is kind've what you already said.

OR!  Sometimes, I like to just play a "supporting role" find those characters that are really passionate or quirky and fun to play with and just pledge your allegiance to whatever it is they're passionate about.  Take on their obsession and push it forward.

>But a 5-10-day character? Yup. He's had time to develop, to demonstrate his personality to people who *might* be interested in his participation in things.

That's a terrible mentality.

A 5 to 10 day character has been playing for 120 to 240 hours of game play. By comparison, a typical Netflix series is like 10 to 13 hours. A typical movie is 2 hours. It should be possible to play the game for 10 to 20 hours and have a character worthy of including in plots.

Quote from: number13 on June 27, 2019, 03:56:17 PM
>But a 5-10-day character? Yup. He's had time to develop, to demonstrate his personality to people who *might* be interested in his participation in things.

That's a terrible mentality.

A 5 to 10 day character has been playing for 120 to 240 hours of game play. By comparison, a typical Netflix series is like 10 to 13 hours. A typical movie is 2 hours. It should be possible to play the game for 10 to 20 hours and have a character worthy of including in plots.

I agree. The character who has been around that long is probably one of the LEAST LIKELY to be someone I would try and rope into a mad scheme of mine.

They are most likely already burdened down with all sorts of relationships already and anyone I'm plotting against is probably their bosom buddy from their halcyon days in the Byn, or the Garrison, or whatever. Or their mudsex buddy, or the mother of their child, or any number of things I might not be aware of.

They're also extremely invested in their longevity, which means they're not likely going to follow me down a path of antagonizing anyone who might actually represent a threat to them. Which in my book, are the only people worth antagonizing.

And finally ... as a culture thing .. in Armageddon, other players almost always defer to the side of the longest-lived people they know. They will rally around and support each other, even when it makes NO sense in terms of roleplay, to defend against some newer character. So even attempting to rope one of them into your plot is extremely dangerous.

Newbies try harder. They're far more worth inclusion into schemes to my way of thinking.


Uhm.

Anyone who's pertinent to the scheme is worth pulling into scheming.
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

Quote from: Miradus on June 27, 2019, 04:41:02 PM

They are most likely already burdened down with all sorts of relationships already and anyone I'm plotting against is probably their bosom buddy from their halcyon days in the Byn, or the Garrison, or whatever. Or their mudsex buddy, or the mother of their child, or any number of things I might not be aware of.

...

And finally ... as a culture thing .. in Armageddon, other players almost always defer to the side of the longest-lived people they know. They will rally around and support each other, even when it makes NO sense in terms of roleplay

r/selfawarewolves material. Perhaps the longer-lived characters you've seen defend each other do so because they have relationships you may not be aware of, as you say is common.

People who play RPIs would benefit from making fewer assumptions about how other players' actions "make NO sense in terms of roleplay." We cannot be aware of all or most of what drives a character's (and player's) choices. Even staff looking in and even people who OOCly gossip about our characters' actions can't know it all.

Haven't posted in a while but I wanted to point that out since it's such a common way for people to worsen their own roleplaying experience. Give people the benefit of the doubt. If that's become difficult or impossible, it may be time to take a break.

"We judge ourselves by our intentions and others by their behaviour." ― Stephen M.R. Covey
It is said that things coming in through the gate can never be your own treasures. What is gained from external circumstances will perish in the end.
- the Mumonkan

June 28, 2019, 08:23:11 AM #37 Last Edit: June 28, 2019, 08:28:39 AM by path
Whoa do I love newbies. And I don't think there's anything more fun than pulling them into any kind of roleplay, scheming or otherwise.

And yet, that in no way diminishes the delightful effectivity of a longer-lived and more invested PC.

If you're just looking through a lense of PK and how to accomplish it without being detected or retaliated against, maybe newb is the way to go? However, that's quite a meta perspective. I say, throw those bones! Be detected or retaliated against!

If you're looking through a lense of story creation and inclusivity, you're going to rope so many people into your fun and the more people you bring into that circle of fun, the more relentless your own fun will be. Will you bring the wrong person in? WILL THEY NARK?!? PERHAPS! But the story is boring if you play your cards too close and I'm not here to be bored. I've bought the ticket and by the Highlord's balls, I'm going to go on this ride.

Quote from: path on June 28, 2019, 08:23:11 AM
If you're looking through a lense of story creation and inclusivity, you're going to rope so many people into your fun and the more people you bring into that circle of fun, the more relentless your own fun will be. Will you bring the wrong person in? WILL THEY NARK?!? PERHAPS! But the story is boring if you play your cards too close and I'm not here to be bored. I've bought the ticket and by the Highlord's balls, I'm going to go on this ride.

This has to be tempered, though, with the realization that in order for your PC to accomplish their goals, they have to be alive.
Staff support has made a decent shift to "supporting those who have been around longer", in the vein of "You have to have your PC around for at least <X> amount of RL time". It isn't a hard set rule, but the risk-averse behavior has been strengthened by the fact that a dead PC can't start their own circus, and going outside with strangers to discover caves doesn't lead to alive PCs.
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.