Armageddon General Discussion Board

General => General Discussion => Topic started by: Miradus on January 07, 2017, 01:39:19 PM

Title: Gemmer Play
Post by: Miradus on January 07, 2017, 01:39:19 PM
Is playing a gemmer like playing in a house/clan/tribe?

I mean, do they do things together either as one big group or even just working with their own element? Are there rules? A subforum? That sort of thing?
Title: Re: Gemmer Play
Post by: TheWanderer on January 07, 2017, 01:56:04 PM
Don't worry, bro. They do indeed mudsex.

I got you.
Title: Re: Gemmer Play
Post by: Patuk on January 07, 2017, 01:59:31 PM
There's people still playing gemmers?
Title: Re: Gemmer Play
Post by: Miradus on January 07, 2017, 02:01:42 PM

Hrm. Those two answers are fairly informing in their own way.
Title: Re: Gemmer Play
Post by: whitt on January 07, 2017, 02:30:56 PM
It's very different from joining a clan, unless you join Oash's circle... which is joining a clan...

Gemmed culture changes with the whims of the current gemmed player base.  It's never entirely coherent, because there is often very little common ground between the various gemmed.  Other than the gem about their necks of course.
Sometimes that is enough to draw a group together, other times the cultural norms and prejudices push even these pariah further apart.
To the best of my knowledge there is no gemmed message board as it is not a clan, but there are other opportunities for gathering, so the players make of it what they will.
Spend ten minutes in the Gaj and it will be clear there are still folks playing gemmed.
Title: Re: Gemmer Play
Post by: Stardust on January 07, 2017, 03:18:11 PM
There are about 7-8 active gemmed PCs in Allanak right now. It's almost like playing in a clan as long as you're a social human, the only difference being no clan forum (yet) but it's easy enough to find each other. Just ask one gemmed PC about everyone else and make friends.

As for a clan, well... not really. But a gemmed 'clan' could be in the works. Join in and find out.
Title: Re: Gemmer Play
Post by: LauraMars on January 07, 2017, 03:26:06 PM
Quote from: Stardust on January 07, 2017, 03:18:11 PM
Just ask one gemmed PC about everyone else and make friends.

OR ENEMIES
Title: Re: Gemmer Play
Post by: Stardust on January 07, 2017, 03:28:30 PM
Quote from: LauraMars on January 07, 2017, 03:26:06 PM
Quote from: Stardust on January 07, 2017, 03:18:11 PM
Just ask one gemmed PC about everyone else and make friends.

OR ENEMIES


Bonus points for FRENEMIES
Title: Re: Gemmer Play
Post by: Hauwke on January 07, 2017, 05:19:27 PM
As long as you spend enough time online as a gemmed I am certain a gemmed will find your mind at some point. Its inevitable.
Title: Re: Gemmer Play
Post by: Fathi on January 07, 2017, 06:12:43 PM
I've always thought the lack of a cohesive culture/clan/tribe/etc for gemmed was intentional, given what they are.

Every gemmed individual was at one point a non-gemmed individual. They all have their own backgrounds, their own experiences and beliefs, their own racial and cultural traits, and their own prejudices. Not all gemmed are from Allanak. Not all gemmed are human. Stuff like that. So it makes sense to me that they wouldn't necessarily be a tightly-knit group because while they may have one thing in common now, individuals wearing the gem might have only that one thing in common. Finding out the elf you hate is also a Vivaduan wouldn't make much difference to someone who hates elves, know what I mean?

Of course that can change over time as PCs and NPCs get to know each other and perhaps form new relationships now that their lives have drastically changed, but I think it makes sense for a sense of tight-knit community not to be the default.

I'd be all for more OOC aspects of clanhood for the gemmed though, simply for organizing-shit purposes.
Title: Re: Gemmer Play
Post by: Akaramu on January 07, 2017, 06:24:00 PM
Quote from: Fathi on January 07, 2017, 06:12:43 PM
I've always thought the lack of a cohesive culture/clan/tribe/etc for gemmed was intentional, given what they are.

Every gemmed individual was at one point a non-gemmed individual. They all have their own backgrounds, their own experiences and beliefs, their own racial and cultural traits, and their own prejudices. Not all gemmed are from Allanak. Not all gemmed are human. Stuff like that. So it makes sense to me that they wouldn't necessarily be a tightly-knit group because while they may have one thing in common now, individuals wearing the gem might have only that one thing in common. Finding out the elf you hate is also a Vivaduan wouldn't make much difference to someone who hates elves, know what I mean?

Isn't this true for every clan you join without being born into it, though?  ;)

I sure had my share of conflicts with fellow clannies!
Title: Re: Gemmer Play
Post by: BadSkeelz on January 07, 2017, 07:19:40 PM
Not really. Even clan members who have conflict with each other (bynners or soldiers not getting along, etc.) still have the formal structure of the clan rules to operate within or against.

The Gemmed don't have anything like that beyond whatever the dominant PC of the day decides. There is no wrong personality or cultural play to a Gemmed. Just different ones.
Title: Re: Gemmer Play
Post by: Miradus on January 07, 2017, 09:30:04 PM
There's just no real documentation I could find on them. Does the gem do anything to you? Make you feel a certain way? Give them control over you?

I tried to play one and lived about 2 days without ever seeing another gemmer. When I finally did I started asking some questions and felt like this guy:

(http://cdn0.dailydot.com/cache/7e/5d/7e5df59558215a4d3df10cb8583faf44.jpg)
Title: Re: Gemmer Play
Post by: Marauder Moe on January 07, 2017, 10:01:55 PM
If you've never played a gemmer then you probably shouldn't pick up a gem from starting equipment.  Get your gem and find out the rest IC.
Title: Re: Gemmer Play
Post by: Miradus on January 07, 2017, 10:10:50 PM
That's not the only way?
Title: Re: Gemmer Play
Post by: Malken on January 07, 2017, 10:14:01 PM
Templar PCs can give you one but that would mean that your guy has just discovered his powers and/or now wants to submit to the law.
Title: Re: Gemmer Play
Post by: Miradus on January 07, 2017, 10:28:24 PM
Ah. Every time I've seen a gick manifest powers anywhere the Templars had control, it was only a short time after that the Allanak bells would be tolling.

I didn't know there was any other outcome for that.

Thanks for the info, guys.
Title: Re: Gemmer Play
Post by: WanderingOoze on January 07, 2017, 10:31:00 PM
Quote from: Miradus on January 07, 2017, 10:28:24 PM
Ah. Every time I've seen a gick manifest powers anywhere the Templars had control, it was only a short time after that the Allanak bells would be tolling.

I didn't know there was any other outcome for that.

Thanks for the info, guys.

Same. Sort of the reason I've never tried playing one.
Title: Re: Gemmer Play
Post by: Patuk on January 07, 2017, 11:32:33 PM
I kinda blame the starter room allowing you to get Gemmed for this, because the assumption is now that anyone who doesn't start with one is obviously just trying to kill everyone.
Title: Re: Gemmer Play
Post by: Synthesis on January 08, 2017, 12:55:32 AM
Quote from: Miradus on January 07, 2017, 10:28:24 PM
Ah. Every time I've seen a gick manifest powers anywhere the Templars had control, it was only a short time after that the Allanak bells would be tolling.

I didn't know there was any other outcome for that.

Thanks for the info, guys.

I've never been executed for requesting a gem.
Title: Re: Gemmer Play
Post by: WanderingOoze on January 08, 2017, 01:12:29 AM
Requesting is one thing. What about like, randomly manifesting in the middle of the street and not -fully- understanding what's going on, and shoot firesnot from your nose after a (ic) Month of playing a character who suddenly found out they are a filthy witch?

(honest question, not trying to be snarky in any way.)
Title: Re: Gemmer Play
Post by: WanderingOoze on January 08, 2017, 01:16:49 AM
Like, to clarify....I personaly haven ever played a gemmer. So starting out as one would be kind of hard to get into. But starting out as malik the chalton hunter, then suddenly feeling funky and shitting -magick- in game..scared to go up to a great templar like 'Hey, I want a gem" and trying their best to hide the fact until found out somehow.

I still feel like Im explaining myself poorly. I'm really just curious, no dickyness intended.
Title: Re: Gemmer Play
Post by: Marauder Moe on January 08, 2017, 02:04:32 AM
Visibly manifesting in public can indeed be dangerous but, like most other crimes, if you submit to the authorities, grovel, and maybe offer coin, you'll probably come out alive.
Title: Re: Gemmer Play
Post by: Synthesis on January 08, 2017, 02:32:01 AM
Quote from: Miradus on January 07, 2017, 01:39:19 PM
Is playing a gemmer like playing in a house/clan/tribe?

I mean, do they do things together either as one big group or even just working with their own element? Are there rules? A subforum? That sort of thing?

To answer the original questions:

1.  No.
2.  Sometimes.  Usually at the Templarate's behest, unless they're clanned Oash.
3.  Rules:  a) Do what the Templars tell you; b) Don't piss the Templars off
4.  No.
Title: Re: Gemmer Play
Post by: WanderingOoze on January 08, 2017, 02:46:41 AM
Quote from: Marauder Moe on January 08, 2017, 02:04:32 AM
Visibly manifesting in public can indeed be dangerous but, like most other crimes, if you submit to the authorities, grovel, and maybe offer coin, you'll probably come out alive.

I think this actually answers my question. Thank you. I've only ever seen it end badly, and publicly badly. Maybe I just get lucky and see when it goes wrong?
Title: Re: Gemmer Play
Post by: wizturbo on January 08, 2017, 03:00:04 AM
It all depends on how you manifest.  If you choose to manifest in a violent eruption of fire in the Gaj...  you risk the world reacting accordingly and turning you into a bloody corpse.  If you manifest in a more subtle way, or choose a more appropriate place for your violent manifestation, chances of your survival when it comes time to being Gemmed are extremely high if you're cooperative.

People on these forums like to portray playing a Gemmed as a poor experience, mostly because the role isn't for them.  Just like many people hate playing certain races, playing a Gemmed is a different kind of experience that isn't going to appeal to everyone.  Like all roles, happening to play at a time where there are other great players around can make an otherwise dull experience amazing and vice versa.... 

My suggestion, if you're curious about the role, roll one up and give it a try.  Playing a human for a first Gemmed is highly recommended.  Joining House Oash if you can is also a pretty great way to get involved as well, with the added intrigue and in-game perks that come with that.  What exactly those things are should be left to find out IC, because it can be a lot of fun to see for yourself.

With all that said, I must say that the change of making magick guilds only subguilds seems to severely limit the Gemmed role in my eyes.  I personally will not intentionally play a Gemmed again, because where these changes were a quality of life improvement for an ungemmed magicker by making them able to blend in and be more than just a spellbook, it effectively did the reverse to the Gemmed's place in the world. 

One issue that some people may face is that a Gemmed is viewed by their very few employers as a magickal tool, and under the current guilds I think they'd be hard pressed to actually live up to that role.  They're a warrior/pickpocket/ranger/etc that's, but without enough magickal tools to play the "mage" role out in the open.  It would be like removing the pickpocket and burglar guild options from an elf...  Your role is often to be a thieving bastard, but you're stuck with subguild level skills to work with in that regards.  This might not be for everyone, but at the same time, it might be exactly what some people would find compelling.

Editted:  After further reflection I flip-flopped on this issue. 
Title: Re: Gemmer Play
Post by: Synthesis on January 08, 2017, 03:31:32 AM
This can be remedied by appropriately managing your expectations.
Title: Re: Gemmer Play
Post by: wizturbo on January 08, 2017, 03:52:55 AM
Quote from: Synthesis on January 08, 2017, 03:31:32 AM
This can be remedied by appropriately managing your expectations.

True, but this is universally true of just about everything in life.  If your expectations are to play a "mage" role, you're probably not going to have a very fun time of things.  If you want to play a mundane whose been openly blessed/cursed with a handful of freaky powers, the role might be for you.
Title: Re: Gemmer Play
Post by: Harmless on January 08, 2017, 02:26:00 PM
Quote from: wizturbo on January 08, 2017, 03:00:04 AM
It all depends on how you manifest.  If you choose to manifest in a violent eruption of fire in the Gaj...  you risk the world reacting accordingly and turning you into a bloody corpse.  If you manifest in a more subtle way, or choose a more appropriate place for your violent manifestation, chances of your survival when it comes time to being Gemmed are extremely high if you're cooperative.

People on these forums like to portray playing a Gemmed as a poor experience, mostly because the role isn't for them.  Just like many people hate playing certain races, playing a Gemmed is a different kind of experience that isn't going to appeal to everyone.  Like all roles, happening to play at a time where there are other great players around can make an otherwise dull experience amazing and vice versa.... 

My suggestion, if you're curious about the role, roll one up and give it a try.  Playing a human for a first Gemmed is highly recommended.  Joining House Oash if you can is also a pretty great way to get involved as well, with the added intrigue and in-game perks that come with that.  What exactly those things are should be left to find out IC, because it can be a lot of fun to see for yourself.

With all that said, I must say that the change of making magick guilds only subguilds seems to severely limit the Gemmed role in my eyes.  I personally will not intentionally play a Gemmed again, because where these changes were a quality of life improvement for an ungemmed magicker by making them able to blend in and be more than just a spellbook, it effectively did the reverse to the Gemmed's place in the world. 

A Gemmed is viewed by their very few employers as a magickal tool, and under the current guilds I think they'd be hard pressed to actually live up to that role.  They're a warrior/pickpocket/ranger/etc that's unable to join any clan that focuses on those kinds of play styles, but without enough magickal tools to play the "mage" role out in the open.  It would be like removing the pickpocket and burglar guild options from an elf...  Your role is often to be a thieving bastard, but you're stuck with subguild level skills to work with in that regards.  I hope that doesn't come off as too discouraging, but I wanted to show both sides of the coin on this issue.

+1!
Title: Re: Gemmer Play
Post by: Miradus on January 08, 2017, 06:12:13 PM

I feel like if I start with the gem I'm "safe", at least from Templar justice.

Otherwise if I "manifest" the sand clinging to my feet someone is going to look at me and go, "Oh, we have enough Rukkians. To the arena!"
Title: Re: Gemmer Play
Post by: Harmless on January 08, 2017, 06:47:09 PM
Quote from: Miradus on January 08, 2017, 06:12:13 PM

I feel like if I start with the gem I'm "safe", at least from Templar justice.

Otherwise if I "manifest" the sand clinging to my feet someone is going to look at me and go, "Oh, we have enough Rukkians. To the arena!"

As you might surmise from the other magick discussion thread active right now, the attitude is unlikely to be "we have enough of" anything if Templars are starting to notice the "changes." Rather, they're more likely to accept and gem you or kill you depending on other reasons, whatever those may be. Some might whimsically kill you.. that's unfortunate. It's avoidable though by just thinking about who they would want to gem vs who wouldn't make a "good" gemmed.
Title: Re: Gemmer Play
Post by: Synthesis on January 09, 2017, 02:08:29 AM
Quote from: wizturbo on January 08, 2017, 03:52:55 AM
Quote from: Synthesis on January 08, 2017, 03:31:32 AM
This can be remedied by appropriately managing your expectations.

True, but this is universally true of just about everything in life.  If your expectations are to play a "mage" role, you're probably not going to have a very fun time of things.  If you want to play a mundane whose been openly blessed/cursed with a handful of freaky powers, the role might be for you.

What I meant was:  don't expect a gemmer to be a swiss army knife, and you won't be disappointed.
Title: Re: Gemmer Play
Post by: Miradus on January 09, 2017, 08:48:07 AM
Quote from: Synthesis on January 09, 2017, 02:08:29 AM
What I meant was:  don't expect a gemmer to be a swiss army knife, and you won't be disappointed.

Yeah. That's reserved for us rangers.
Title: Re: Gemmer Play
Post by: Hauwke on January 09, 2017, 01:57:12 PM
Rangers are ridiculous in their utility. Only recently played a ranger with a long skill list and I had to up my pagelength to view them all.
Title: Re: Gemmer Play
Post by: titansfan on January 09, 2017, 02:17:31 PM
Mages I no longer have to spend obscene amounts of time training in order to survive the world!

I like the changes and I've played my fair share of mgickers. I also love the magick aspect of the game. This just makes rogues and gemmed more scary imo.
Title: Re: Gemmer Play
Post by: wizturbo on January 17, 2017, 09:38:37 PM
Upon further reflection, I think I've flip-flopped on my perspective when it comes to the potential for Gemmed subguild elementalists.  I think in many ways, it might make them more interesting and exciting to play.  As much fun as it might've been to be Lady Templar so-and-so's pet Krathi, that's only true for that one specific role.  I will miss that role, but there are some new niches that this opens up as well.  Perhaps the biggest positive is that the increased self sufficiency this gives most Gemmed reduces the need to form the power ranger Gemmed elementalist team to do stuff.

I would consider playing one.  I've even daydreamed about concepts.  That's a good sign. 

With that said, I still miss Drovians and Nilazi and the existence of 'full guilds'.  But my previous comments about what this means for Gemmed seem more shaky to me now.
Title: Re: Gemmer Play
Post by: Stardust on January 18, 2017, 06:52:06 AM
Quote from: wizturbo on January 17, 2017, 09:38:37 PM
I would consider playing one.  I've even daydreamed about concepts.  That's a good sign. 

Please do. There's a serious shortage of male gemmed right now.  ;)
Title: Re: Gemmer Play
Post by: Malifaxis on January 18, 2017, 09:09:09 AM
See, OP?  Mudsex!

They got u, fam.
Title: Re: Gemmer Play
Post by: Riev on January 18, 2017, 09:32:55 AM
I actually have a concept for a gemmed, or at least subguild magicker, but its a weak premise at best, and its not something I SUPER want to play, compared to some other ideas.

I consider magick more of an accent to what may make sense for a primary guild. Its my code-brain telling me "BE A VIV AND NEVER NEED WATER AGAIN AHAHAHAH" rather than "Be a Vivaduan because throughout life you've always seemed to find water when you need it, but food was always elusive"
Title: Re: Gemmer Play
Post by: Miradus on January 18, 2017, 09:53:00 AM
Quote from: Riev on January 18, 2017, 09:32:55 AM
I actually have a concept for a gemmed, or at least subguild magicker, but its a weak premise at best, and its not something I SUPER want to play, compared to some other ideas.

I consider magick more of an accent to what may make sense for a primary guild. Its my code-brain telling me "BE A VIV AND NEVER NEED WATER AGAIN AHAHAHAH" rather than "Be a Vivaduan because throughout life you've always seemed to find water when you need it, but food was always elusive"

I have never had issues with that separation.

I want to do something codedly in game so I come up with a concept that supports that. I want to see how stoneworking plays out in-game? No problem. I draft up a character whose background explains why he's got those coded skills, how it impacts him, and how I plan to use them.

From a code perspective, I don't see filling up your waterskin with magic as anything different than the coded ability to greb up a bulbous sac. That's just code. I get to explain the details through roleplay.

It's really no different at all than what we've always done in roleplaying games. Don't over think it. You want to be a warrior with coded warrior skills and you don't stress about that, do you?
Title: Re: Gemmer Play
Post by: chrisdcoulombe on January 18, 2017, 12:34:54 PM
Quote from: Malifaxis on January 18, 2017, 09:09:09 AM
See, OP?  Mudsex!

They got u, fam.
Title: Re: Gemmer Play
Post by: RogueGunslinger on January 20, 2017, 08:41:58 AM
I used to hate playing Gemmed, but I've never tried these new subguild magickers. Maybe I'll give it a go some day soon.
Title: Re: Gemmer Play
Post by: Raptor_Dan on January 21, 2017, 05:00:38 AM
I've seen some good ones, lately. They got their own thing going, but I feel like it's slow because most of the subguild gickers are out there on their own, being awesome, where they couldn't even try before.