Poll
Question:
What is your perception concerning the number of magicker characters these days?
Option 1: Just too many.. I can't move without tripping over magickal currents or mysterious mists.
votes: 3
Option 2: Too many magickers, even if there isn't much actual magick apparent.
votes: 8
Option 3: A few too many lately.
votes: 7
Option 4: Meh.
votes: 51
Option 5: They're rare enough.
votes: 20
Option 6: We need more.
votes: 9
Since the issue of "too many magickers" was raised in the "State of the game poll", I thought I'd start a new poll concerning that aspect of the game.
Magicker hate season again already? Seems to start earlier and earlier.
Quote from: Anaiah on March 07, 2011, 09:11:27 PM
There are neither more magickers than usual, nor less. It is all about where they are distributed. You know the best place not to have to deal with them? Tuluk. If you're playing in Allanak, and you expect that you won't regularly meet someone from a population in the city which is so substantial it has its own quarter... That's just unreasonable. All it takes is a shift in playtimes for a few people, or even a couple magickers playing tricks for their mundane friends, or any number of other things - it's inevitable that some people aren't going to like it, or are going to feel like they're too populace. They're not. The vast majority of pcs are actually mundanes. You just don't get to see them in their clan compounds. It's the friendless gemmed who sit at the bar which make it seem like an epidemic that it's not. I propose: Clannies hang out in public more, and also wail on the 'gickers. (Okay, so punching the mantis in the face is a bad idea, actually, it's a really bad one. Still, I'm sure you'll find a number of supermaxxxed rangers who decide to play hunt the magicker in the wild. Heh, one day the luck there runs out.)
To add a more random thought: I really wish I could get a taste of RL kalan wine. I imagine it would be utterly delicious.
The mehsses have spoken.
I don't see any hanging out dressed like kadians and acting like nobles, so I'm good.
Given how locked down mages are in this game, I'm surprised people would think them to be running rampant. You've got very little options in the way of playing a mage, especially a high karma one, if you want to try something other than the independent, wandering ranger-fodder type. Take a gem, head for the 'rinth or join a tribe - which I've inquired and been shot down completely for any kind of higher karma mage, despite having the karma for one, due to there being too many in said tribe already. I've fired off requests saying "I want to play X high karma mage, in ANY tribe. Is there ANY tribe in which I can currently do this?" and received "Nope. Not at the moment." More than once. It actually gets quite frustrating, but I suppose the balance is that there really ISN'T too many mages running amok, from what I've seen.
Quote from: Marauder Moe on March 09, 2011, 01:29:44 PMMagicker hate season again already? Seems to start earlier and earlier.
Being a 'gicker in the 'rinth hardly ever works out.
Quote from: Synthesis on March 09, 2011, 02:10:59 PM
Being a 'gicker in the 'rinth hardly ever works out.
Or should I say...
Quote from: Synthesis on March 09, 2011, 02:10:59 PM
Being a 'gicker in the 'rinth hardly ever works out.
Quote from: Synthesis on March 09, 2011, 02:10:59 PM
Being a 'gicker in the 'rinth hardly ever works out.
Let's get recursive
and pessimistic.
I think we are cruisin' pretty nicely right now. Might be better with one or two more magickers, but IDK. I am satisfied.
Quote from: Salt Merchant on March 09, 2011, 01:23:28 PM
Since the issue of "too many magickers" was raised in the "State of the game poll", I thought I'd start a new poll concerning that aspect of the game.
IIRC, the person who brought that up specifically mentioned that contact with magickers outside of the cities was too common. To that I say: well, where should we expect them to be? The gemmed in Allanak are only a small subset of magickers, and the rest don't believe the city-states are safe for them.
Anyway, they're rare enough. Of what magickers there are and have been, by and large they seem to be played well, too.
Even if there were too many, what could be done? It's not like staff can't look at living characters and determine their guild, and it's certainly not like they're unaware of the current count. They would also reject special applications for rare magickers if there are already too many of them. People who want to play magickers will play them and people who don't, won't. Leave it to staff to smack people that play the same character over and over and throw off the game's roughly pyramidal distribution of the guilds.
It's fine, it's pretty much always fine, until your PC is killed by one, or a grumpy player sees two or three in the desert, within a month, and then they're an endless blight upon the world and someone posts in or makes a thread about how common they are.
Going with 'meh' because, well... just meh.
Not really, I'm not tripping over them all the time, but I'm confident I could find some if I played a 'gickin' character and wanted to. Good enough for me.
We need more magickers and less rangers. This game has way too many rangers, but you never see anyone making threads about that.
too many humans
What we need, is a stronger coalition of rogue mages, fewer gemmed mages, and I think we can cap rangers now, we have just about enough of them.
We also need fewer males with tapered waists and broad shoulders, fewer females with long hair hair and feminine curves, and fewer breeds.
Furthermore, we need more desert elves who are not mages, and more people on the trade routes in general.
Lastly, we need more non-exotic, mundane-but weird-looking mutants, and more female dwarves, and more dwarves whose players punctuate correctly.
I think I've covered pretty much everything.
(http://lh4.ggpht.com/_TXdnLKoYLHQ/S3IPu3GCNuI/AAAAAAAAC6g/Ta1Bp49RtLU/s800/meh-simpsons-130x120.jpg)
We said 'meh.'
Quote from: Marauder Moe on March 09, 2011, 01:29:44 PM
Magicker hate season again already? Seems to start earlier and earlier.
Quote from: Sunburned on March 07, 2011, 11:52:19 AM
The player-driven plot system isn't working out, IMO. A major policy change happened with no reworking of the clan structures (namely the GMHs) to make it more tenable, and for what structures were changed, they bend back to former shape because documentation hasn't been updated. If leaders are in charge of their clan's fate, then they should have the documented authority to act confidently and have very clear expectations of what staff support will be given.
In the absence of more engaging conflicts, I think that we've began using magickers as a crutch for inspiring intrigue in our plots.
Not that it matters... but if I had my way ( ;D)... all magickal guilds would be drastically limited, so that the focus of the game returns to the mundane, city-state and GMH focused plots. Zalanthas is a desert world - the story should be about two men trapped on an island with only one coconut, not catch-me-if-you-can set on endless repeat. Magickers spread a wide wake, and while I recognize they're supposed to be terrifying and punctuate world-changing events with flashy colors and seared flesh, wine is becoming water, to the point that encountering a rogue magicker in the wilderness is commonplace, instead of being the tense, thrilling experience it should be.
...IMO.
Anyone care to tell me where, exactly, I'm magick-hating? My criticism was more geared toward the 'player-driven plot' system, and I was suggesting that if magick had less of a presence in the world, players would be more compelled to work on plots that are more widely inclusive and hinged on Zalanthan institutions fighting for resource control. If there is any secondary criticism, it is toward clan leaders that throw their minions at witch-hunts and call it plot. I was writing about a problem I observed, and thus, I suggested a solution... limiting the number of magick roles. Saying that magick felt commonplace, rather than rare, exciting, and terrifying, is giving context to WHY -I- felt it to be a fair tradeoff.
Now, if you agree with me, great. If you don't, that's fine, too.
What annoys me, however, is hacking out the bulk of my argument and reducing my post to raging magick-hate. Its clear that people are passionate about defending their right to play magick roles, but keep in mind (and I've bolded the IMOs in my previous post)...
I was just expressing my opinion, not vengefully ranting.
Don't look at me. This is a different thread.
Don't take it too hard Sunburned. Some people play the GDB to win, they can get carried away every now and again ;)
I think magicker population rates are probably just dandy. As was already mentioned, staff will step in and not let a role go through if there are too many of said guild in a given area.
lol
Is this REALLY important? REALLY? It fluctuates. Get over it.
Quote from: Zoan on March 09, 2011, 03:52:00 PM
We need more magickers and less rangers. This game has way too many rangers, but you never see anyone making threads about that.
and too many half-elves and too few elves---- especially considering d-elves require karma most players don't have and city elf coding is unappealing compared to that of the next best thing when one wants to play an elf--- half-elf. plus, half-elves get a couple of soloer bonuses, which probably appeals to a lot of soloers who don't mind going at it alone sometimes.
i think the number of humans in-game is just right. they make up more than half of the people running around at any given time and that's what i'm seeing.
woooooosh
Quote from: Synthesis on March 09, 2011, 02:10:59 PM
Being a 'gicker in the 'rinth hardly ever works out.
So they should all be lacking muscles. That's the only problem.
Quote from: lordcooper on March 09, 2011, 09:05:29 PM
Quote from: Synthesis on March 09, 2011, 02:10:59 PM
Being a 'gicker in the 'rinth hardly ever works out.
So they should all be lacking muscles. That's the only problem.
Heh. Probably my favorite gemmer was my drunken asshole (who had great strength, because I prioritized wisdom either 3rd or 4th) who deserted from the Byn, raided noobs around Tuluk for a while, got bored and turned himself in to the Templars in 'nak, then somehow managed to get hired by Oash, and went back to raiding noobs around Tuluk (solely for personal amusement and/or enrichment).
Pretty funny lounging around the Oashi barracks covered in the blood from noobie explosions, while the other gemmed PCs are sitting around sipping tea and playing cards. FYAD mekillots. FYAD.
Yeah. Meh.
Quote from: Synthesis on March 09, 2011, 10:14:31 PM
Quote from: lordcooper on March 09, 2011, 09:05:29 PM
Quote from: Synthesis on March 09, 2011, 02:10:59 PM
Being a 'gicker in the 'rinth hardly ever works out.
So they should all be lacking muscles. That's the only problem.
Heh. Probably my favorite gemmer was my drunken asshole (who had great strength, because I prioritized wisdom either 3rd or 4th) who deserted from the Byn, raided noobs around Tuluk for a while, got bored and turned himself in to the Templars in 'nak, then somehow managed to get hired by Oash, and went back to raiding noobs around Tuluk (solely for personal amusement and/or enrichment).
Pretty funny lounging around the Oashi barracks covered in the blood from noobie explosions, while the other gemmed PCs are sitting around sipping tea and playing cards. FYAD mekillots. FYAD.
Ha, I remember that dude. My impressionable kid thought he was a total badass. I was up on my way to sort of follow in his footsteps when a hilarious gith-raping happened and I came home with my tail between my legs. :)
Too many, IMO, but I think the only thing to blame is that there's so many gicker guilds. A lot of people are going to try a bit of each. You might have 5 or so dedicated gickers at one time, and 20 of them who just want to try out some magick for a few days. There's 8-9 magick guilds compared to 6 mundane guilds. If it were simplified to 1-3 magick guilds, I'd bet gickers would be much rarer.
They're rare enough for me. I see a few, now and then, but unless they're wearing a big black gem that screams "GICKER" I don't really notice. So I consider not seeing and knowing as rare enough.
Quote from: SMuz on March 11, 2011, 11:52:42 AM
Too many, IMO, but I think the only thing to blame is that there's so many gicker guilds. A lot of people are going to try a bit of each. You might have 5 or so dedicated gickers at one time, and 20 of them who just want to try out some magick for a few days. There's 8-9 magick guilds compared to 6 mundane guilds. If it were simplified to 1-3 magick guilds, I'd bet gickers would be much rarer.
I don't think they're even that popular ever, though. Sure, there's variety, but that's what subguilds are for, too. You can have a unique mundane every time you roll. Same with a gicker. I dunno. I don't even really see this as being a problem. What're they going to do? Cast at you outside of their quarter in the city where it's illegal and steal ur lootz? I guess there's always a chance of running into a gicker troll out in the desert, but in all of my time playing, I've yet to do this. (Don't get any ideas, Synth.)
Saying there are too many gickers is like saying there are too many Kadians, rangers (as said above), bards, gypsies. It comes and goes. There's really nothing to worry about.
I place a lot of faith in players playing good, fair mages (fair not meaning they're always nice or not likely to pwn you in the desert).
Quote from: boog on March 11, 2011, 12:16:09 PM
Quote from: SMuz on March 11, 2011, 11:52:42 AM
Too many, IMO, but I think the only thing to blame is that there's so many gicker guilds. A lot of people are going to try a bit of each. You might have 5 or so dedicated gickers at one time, and 20 of them who just want to try out some magick for a few days. There's 8-9 magick guilds compared to 6 mundane guilds. If it were simplified to 1-3 magick guilds, I'd bet gickers would be much rarer.
I guess there's always a chance of running into a gicker troll out in the desert, but in all of my time playing, I've yet to do this. (Don't get any ideas, Synth.)
You have any idea how expensive it is to stay drunk 9/11? Sometimes I like to keep it real and not make my loot by doing [X] or [Y]. Y'all know what I'm sayin', gemmers, amirite?
Quote from: Sunburned on March 09, 2011, 06:18:07 PM
Quote from: Sunburned on March 07, 2011, 11:52:19 AM
In the absence of more engaging conflicts, I think that we've began using magickers as a crutch for inspiring intrigue in our plots.
Not that it matters... but if I had my way ( ;D)... all magickal guilds would be drastically limited, so that the focus of the game returns to the mundane, city-state and GMH focused plots. Zalanthas is a desert world - the story should be about two men trapped on an island with only one coconut, not catch-me-if-you-can set on endless repeat. Magickers spread a wide wake, and while I recognize they're supposed to be terrifying and punctuate world-changing events with flashy colors and seared flesh, wine is becoming water, to the point that encountering a rogue magicker in the wilderness is commonplace, instead of being the tense, thrilling experience it should be.
...IMO.
I was suggesting that if magick had less of a presence in the world, players would be more compelled to work on plots that are more widely inclusive and hinged on Zalanthan institutions fighting for resource control. If there is any secondary criticism, it is toward clan leaders that throw their minions at witch-hunts and call it plot. I was writing about a problem I observed, and thus, I suggested a solution... limiting the number of magick roles. Saying that magick felt commonplace, rather than rare, exciting, and terrifying, is giving context to WHY -I- felt it to be a fair tradeoff.
I think this was a problem once-upon-a-time, but magickers have been slapped around a lot IMHO. If you're a magicker, you have to bust your ass to get involved with the world and get a plot. It's all on YOU to find what's going down and get involved with it. The magicker is, by its nature, an isolating role. However, that doesn't mean that the PCs themselves want the isolation. It's a given that if you're gemmed you're severely limited by who will hire you. However, if you're encountering too many magickers, I would argue that it's because they want some interaction with someone. Magickers have just as much, if not more, plot trouble as anyone else.
a 'gicker inside the city but outside the rinth once made clear intentions to do fatal harm to me and i barely got out of it alive. though i suppose if you're someone important you have little to nothing to worry about from the gemmed.
one minute... i meant to quote someone else.
whoever was it that said they didn't think 'gickers were going to harm others inside the city walls, yeah. i think it would be very unlikely, but its happened to me.
Quote from: Taven on March 11, 2011, 12:58:03 PM
If you're a magicker, you have to bust your ass to get involved with the world and get a plot. It's all on YOU to find what's going down and get involved with it. The magicker is, by its nature, an isolating role. However, that doesn't mean that the PCs themselves want the isolation. It's a given that if you're gemmed you're severely limited by who will hire you. However, if you're encountering too many magickers, I would argue that it's because they want some interaction with someone. Magickers have just as much, if not more, plot trouble as anyone else.
I vote sekrit option t: Magickers stay a relatively average portion of the population. People bitch when they hang out alone and idly cast, and they bitch that there are too many when they come out and try to engage others in RP. Therefore: You cannot please people, and magickers are okay, it is instead a problem with people being unable to be pleased.
Quote from: Nil AlSahni on March 12, 2011, 08:50:51 AM
Quote from: Taven on March 11, 2011, 12:58:03 PM
If you're a magicker, you have to bust your ass to get involved with the world and get a plot. It's all on YOU to find what's going down and get involved with it. The magicker is, by its nature, an isolating role. However, that doesn't mean that the PCs themselves want the isolation. It's a given that if you're gemmed you're severely limited by who will hire you. However, if you're encountering too many magickers, I would argue that it's because they want some interaction with someone. Magickers have just as much, if not more, plot trouble as anyone else.
I vote sekrit option t: Magickers stay a relatively average portion of the population. People bitch when they hang out alone and idly cast, and they bitch that there are too many when they come out and try to engage others in RP. Therefore: You cannot please people, and magickers are okay, it is instead a problem with people being unable to be pleased.
Uh-greed.
Quote from: Nil AlSahni on March 12, 2011, 08:50:51 AM
I vote sekrit option t: Magickers stay a relatively average portion of the population. People bitch when they hang out alone and idly cast, and they bitch that there are too many when they come out and try to engage others in RP. Therefore: You cannot please people, and magickers are okay, it is instead a problem with people being unable to be pleased.
QFT
The only problem I've found my so far with the mages pc popluation is how they often outnumber the mundanes in high profile areas, like the gaj, since most mundanes are too busy with there clan and current IC friends, it often makes it difficult for a new pc to interact with non-Mage characters, with such role-play being limited to a nervous nod toward the mage before quickly looking away. I feel that the main problem Is the number of gemned mages as opposed to the number of mages since an ungemned, in the eyes of my characters is just another mundane.
why don't 'gickers try to be friends with each other?
i'm sorry about what i'm about to say---- but i think what the docs say about darkness and krathian 'gickers not liking each other is a bit cliche. they wouldn't really have any natural aversion to each other not based on their race or birthplace, as far as i can tell, unless there's an actual realistic reason for this... hmm. an IC reason is fine, but it would have to apply to everyone.
Tuluk is always the offical alternative to running into 'gickers, at least ones that keep their 'gicking to themselves so you never know.
a good, unsafe plot for a 'gicker would be trying to live in Tuluk. that's all the freakin' plot you need right there. if allanak is meant by this lack-of-plot discussion.... well, maybe any GMH house guys listening could start a tradition of hiring the occasional water mage or the occasional krathian mage or something. make a small, secret or not secret tradition out of hiring a certain type of mage, or hiring human mages. they're certainly worth the money, and helpful.
maybe gemmed can recruit for family members who WON'T think they're absolutely disgusting, or start out being parts of tribes, and spent time bonding with their folks before getting gemmed. live in luir's or red storm with a recruited friend or family member or two, find out later the one guy's got water witchness, then say, oh hey, we'll be financially stable for the rest of our lives if we go to 'nak. if... that's the case. or if the guy is willing to live down there to learn the craft. then you've got your buddies now.
Quote from: Cindy42 on March 19, 2011, 02:38:42 AM
i'm sorry about what i'm about to say---- but i think what the docs say about darkness and krathian 'gickers not liking each other is a bit cliche. they wouldn't really have any natural aversion to each other not based on their race or birthplace, as far as i can tell, unless there's an actual realistic reason for this... hmm. an IC reason is fine, but it would have to apply to everyone.
There's an IC reason for this. And actually, it extends beyond just krathi's and drovians. All the elementalists have the potential to have a severe dislike of whatever the opposite of their element is, it really depends on IC stuff and their character's disposition about being what they are.
But I agree that the way the docs have it written, it sounds kind of lame. But once you get IC and play a 'gicker and experience it first hand the IC reasoning behind the sentiment makes a lot more sense and gets cooler.
Quote from: musashi on March 19, 2011, 07:44:41 AM
Quote from: Cindy42 on March 19, 2011, 02:38:42 AM
i'm sorry about what i'm about to say---- but i think what the docs say about darkness and krathian 'gickers not liking each other is a bit cliche. they wouldn't really have any natural aversion to each other not based on their race or birthplace, as far as i can tell, unless there's an actual realistic reason for this... hmm. an IC reason is fine, but it would have to apply to everyone.
There's an IC reason for this. And actually, it extends beyond just krathi's and drovians. All the elementalists have the potential to have a severe dislike of whatever the opposite of their element is, it really depends on IC stuff and their character's disposition about being what they are.
But I agree that the way the docs have it written, it sounds kind of lame. But once you get IC and play a 'gicker and experience it first hand the IC reasoning behind the sentiment makes a lot more sense and gets cooler.
There's also a huge divide between gemmed magickers, tribal magickers and 'rogue' magickers. As there should be.
Quote from: musashi on March 19, 2011, 07:44:41 AM
Quote from: Cindy42 on March 19, 2011, 02:38:42 AM
i'm sorry about what i'm about to say---- but i think what the docs say about darkness and krathian 'gickers not liking each other is a bit cliche. they wouldn't really have any natural aversion to each other not based on their race or birthplace, as far as i can tell, unless there's an actual realistic reason for this... hmm. an IC reason is fine, but it would have to apply to everyone.
There's an IC reason for this. And actually, it extends beyond just krathi's and drovians. All the elementalists have the potential to have a severe dislike of whatever the opposite of their element is, it really depends on IC stuff and their character's disposition about being what they are.
But I agree that the way the docs have it written, it sounds kind of lame. But once you get IC and play a 'gicker and experience it first hand the IC reasoning behind the sentiment makes a lot more sense and gets cooler.
Yeah. Musashi's right. Just sort of listen to him, then try it yourself.
Quote from: boog on March 19, 2011, 10:34:15 AM
Quote from: musashi on March 19, 2011, 07:44:41 AM
Quote from: Cindy42 on March 19, 2011, 02:38:42 AM
i'm sorry about what i'm about to say---- but i think what the docs say about darkness and krathian 'gickers not liking each other is a bit cliche. they wouldn't really have any natural aversion to each other not based on their race or birthplace, as far as i can tell, unless there's an actual realistic reason for this... hmm. an IC reason is fine, but it would have to apply to everyone.
There's an IC reason for this. And actually, it extends beyond just krathi's and drovians. All the elementalists have the potential to have a severe dislike of whatever the opposite of their element is, it really depends on IC stuff and their character's disposition about being what they are.
But I agree that the way the docs have it written, it sounds kind of lame. But once you get IC and play a 'gicker and experience it first hand the IC reasoning behind the sentiment makes a lot more sense and gets cooler.
Yeah. Musashi's right. Just sort of listen to him, then try it yourself.
ah... i have not karma. and my intentions would be flawed anyway, i'm not even interested in most 'gicker roles. neither do i believe i deserve karma.
this thread is really awesome. sometimes i wonder exactly how much of this game i know jack about.
Quote from: Cindy42 on March 19, 2011, 10:39:58 AM
Quote from: boog on March 19, 2011, 10:34:15 AM
Quote from: musashi on March 19, 2011, 07:44:41 AM
Quote from: Cindy42 on March 19, 2011, 02:38:42 AM
i'm sorry about what i'm about to say---- but i think what the docs say about darkness and krathian 'gickers not liking each other is a bit cliche. they wouldn't really have any natural aversion to each other not based on their race or birthplace, as far as i can tell, unless there's an actual realistic reason for this... hmm. an IC reason is fine, but it would have to apply to everyone.
There's an IC reason for this. And actually, it extends beyond just krathi's and drovians. All the elementalists have the potential to have a severe dislike of whatever the opposite of their element is, it really depends on IC stuff and their character's disposition about being what they are.
But I agree that the way the docs have it written, it sounds kind of lame. But once you get IC and play a 'gicker and experience it first hand the IC reasoning behind the sentiment makes a lot more sense and gets cooler.
Yeah. Musashi's right. Just sort of listen to him, then try it yourself.
ah... i have not karma. and my intentions would be flawed anyway, i'm not even interested in most 'gicker roles. neither do i believe i deserve karma.
this thread is really awesome. sometimes i wonder exactly how much of this game i know jack about.
Some of us play this game for a decade or more and still discover new things.
Enjoy it :)
Quote from: Cindy42 on March 19, 2011, 10:39:58 AM
Quote from: boog on March 19, 2011, 10:34:15 AM
Quote from: musashi on March 19, 2011, 07:44:41 AM
Quote from: Cindy42 on March 19, 2011, 02:38:42 AM
i'm sorry about what i'm about to say---- but i think what the docs say about darkness and krathian 'gickers not liking each other is a bit cliche. they wouldn't really have any natural aversion to each other not based on their race or birthplace, as far as i can tell, unless there's an actual realistic reason for this... hmm. an IC reason is fine, but it would have to apply to everyone.
There's an IC reason for this. And actually, it extends beyond just krathi's and drovians. All the elementalists have the potential to have a severe dislike of whatever the opposite of their element is, it really depends on IC stuff and their character's disposition about being what they are.
But I agree that the way the docs have it written, it sounds kind of lame. But once you get IC and play a 'gicker and experience it first hand the IC reasoning behind the sentiment makes a lot more sense and gets cooler.
Yeah. Musashi's right. Just sort of listen to him, then try it yourself.
ah... i have not karma. and my intentions would be flawed anyway, i'm not even interested in most 'gicker roles. neither do i believe i deserve karma.
this thread is really awesome. sometimes i wonder exactly how much of this game i know jack about.
Special app. :P
Honestly, Cindy (and others), different sorts of magickers have different things they're good at and/or different ways they're good at doing things. It's not just that the docs say it's so. It really is that they do clash when you try to do things together. They aren't good at accomplishing goals using similar means. Working together IS difficult for them.
Get the karma or special-app and find out the reasons on your own, but trust us, it's so.
First, I think that anybody trying to run a mage in Tuluk is a major twink.
Sorry, but the PC would know that mages are not allowed and they would KNOW that nothing can be hid from the templarate (true or not, that is what they would know), So anybody that is trying it is metagaming.
As to mages being friends, there is no reason why mages should be friends any more then anybody else, in fact, the knowledge of what a mage can really do should push them the other way, along with the fact that to a ruk, a whirans abilities should be just as mysterious as his are to a ranger. The difference is, the ruk knows first hand what his power can do and can only assume the whirans are at least as powerful.
Quote from: X-D on March 19, 2011, 07:16:57 PM
First, I think that anybody trying to run a mage in Tuluk is a major twink.
Sorry, but the PC would know that mages are not allowed and they would KNOW that nothing can be hid from the templarate (true or not, that is what they would know), So anybody that is trying it is metagaming.
As to mages being friends, there is no reason why mages should be friends any more then anybody else, in fact, the knowledge of what a mage can really do should push them the other way, along with the fact that to a ruk, a whirans abilities should be just as mysterious as his are to a ranger. The difference is, the ruk knows first hand what his power can do and can only assume the whirans are at least as powerful.
There's this skill, called Barrier, which might be providing a (false?) sense of security. Any mage in Tuluk is not a major twink, they PROBABLY believe that they're safe.
Again, metagaming.
Nobody raised in Tuluk would ever believe they could be safe no matter what skills they might have, that is sort of the point to the all powerful godkings and templars types, they see all, they know all and nobody ICly knows exactly how it is done..other then the godkings and templars and they are not going to tell the lower then dirt commoners.
Quote from: X-D on March 19, 2011, 07:36:49 PM
Again, metagaming.
Nobody raised in Tuluk would ever believe they could be safe no matter what skills they might have, that is sort of the point to the all powerful godkings and templars types, they see all, they know all and nobody ICly knows exactly how it is done..other then the godkings and templars and they are not going to tell the lower then dirt commoners.
Not that hard to believe that a gicker wasn't raised in Tuluk but lives in Tuluk, but whatever. I don't see the problem with it.
Quote from: X-D on March 19, 2011, 07:16:57 PM
First, I think that anybody trying to run a mage in Tuluk is a major twink.
Sorry, but the PC would know that mages are not allowed and they would KNOW that nothing can be hid from the templarate (true or not, that is what they would know), So anybody that is trying it is metagaming.
I'm allowed to make a magicker character in Tuluk. There's nothing in the documentation that says I can't.
I can think of plenty of perfectly IC reasons for a Tuluki magicker to attempt to stay in Tuluk. Just to give one, imagine a character that's born a Tuluki citizen. He hasn't manifested yet, but the player intends to manifest after some months of play. By then he has to pick one out of many ways to deal with his problem. Eventually he decides that he'll suppress his curse as much as he can and try to go about a normal life. Knowing fully well that he is cursed, cantripping from time to time but otherwise not casting if he can help it (why would he want to?). That sounds not only not twinky, but like very good internal RP for someone to try out.
If you're talking about a Tuluki citizen that actively casts in Tuluk, that's not twinky. That's just someone who has something bad coming to them. Until staff start rejecting magicker apps that are clearly going to start in Tuluk, there is nothing wrong with attempting to play a Tuluki mage... so long as the player is responsible about it (and presumably will be having been approved for such).
Quote from: Cutthroat on March 19, 2011, 07:57:30 PM
I can think of plenty of perfectly IC reasons for a Tuluki magicker to attempt to stay in Tuluk. Just to give one, imagine a character that's born a Tuluki citizen. He hasn't manifested yet, but the player intends to manifest after some months of play. By then he has to pick one out of many ways to deal with his problem. Eventually he decides that he'll suppress his curse as much as he can and try to go about a normal life. Knowing fully well that he is cursed, cantripping from time to time but otherwise not casting if he can help it (why would he want to?). That sounds not only not twinky, but like very good internal RP for someone to try out.
If you're talking about a Tuluki citizen that actively casts in Tuluk, that's not twinky. That's just someone who has something bad coming to them. Until staff start rejecting magicker apps that are clearly going to start in Tuluk, there is nothing wrong with attempting to play a Tuluki mage... so long as the player is responsible about it (and presumably will be having been approved for such).
Magickers are seriously a player type that everybody and anybody will find a reason to complain about, and probably without playing the different kinds. It's not easy if you don't twink your mage skills, it's actually -really- hard, especially if you want to play an introverted magicker and try to get some kind of RP from people based on that.
Quote from: X-D on March 19, 2011, 07:36:49 PM
Again, metagaming.
Nobody raised in Tuluk would ever believe they could be safe no matter what skills they might have, that is sort of the point to the all powerful godkings and templars types, they see all, they know all and nobody ICly knows exactly how it is done..other then the godkings and templars and they are not going to tell the lower then dirt commoners.
So you have a sense of dread that you're going to be caught any moment now ... so?
Quote from: musashi on March 19, 2011, 08:19:18 PM
Quote from: X-D on March 19, 2011, 07:36:49 PM
Again, metagaming.
Nobody raised in Tuluk would ever believe they could be safe no matter what skills they might have, that is sort of the point to the all powerful godkings and templars types, they see all, they know all and nobody ICly knows exactly how it is done..other then the godkings and templars and they are not going to tell the lower then dirt commoners.
So you have a sense of dread that you're going to be caught any moment now ... so?
That promotes conflict and encourages Magickers to have good RP. That's illegal you know.
I mean I see where X-D is coming from in the sense that it would be metagaming for a player who knows what a templar can and can not easily figure out (because they used to play one, or worked closely for them in a past incarnation maybe) to play their character in such a way that they avoid leaving any clues.
Clues that their character should by all rights be leaving, and that a less knowledgeable player would certainly be leaving.
That would be metagaming.
That's not the only way to play a covert 'gicker in a city-state though.
It's totally possible to dread your inevitable discovery while not running to the nearest templar to confess. Because you know what else everyone in Tuluk knows? They know what happens to 'gickers when the Templarate finds them. No one is going to go rush willingly into that, even if they think they'll get caught eventually anyway.
EDIT TO ADD: To me playing a 'gicker in Tuluk felt kind of being in Nazi Germany and finding out you have Jewish ancestry.
I understand X-D's logic, but I will postulate (instead) that "they are all knowing!!!" is meta-gaming because nobody actually knows what the Templars know or how they accomplish what they accomplish. It could be all cloak and dagger, and much of it is. You knowing more than others is what makes you think that others that know just as much are metagaming, because you would be playing in a way that is metagamey if you played a Tuluki mage. I think plenty of people do so just right.
I am not saying that starting in Tuluk is a problem, or having it as a backround.
But the idea that somebody who knows the powers that be already know and they are simply toying with him before they swoop in and make him go away, purposely staying and trying to hide it is silly and twinky.
Sure, as a player you know differently, and that is what makes it so bad IMO.
And Marsh, that is silly, it is documented that Nobles are better then others and that Templars are minions of the godkings, gifted with powers far beyond the ken of any simple commoner, evil sorcerer, elementalist, etc etc, and that the godkings themselves are ten times more powerful or more then the templars, You, as a citizen, would be raised thinking that these beings are all knowing all powerful beings of DOOM. It is not metagaming in the least for your PC to think that the lowest templar can hear his every thought, desire and see every action. Only you the player might think you know otherwise.
These things could not stay in power unless people actually thought they were that powerful or moreso.
But hey, this is just my opinion on the matter.
Maybe he's hoping Lord Templar or Faithful Lord Wackadoo and Wickidee and the Godkings don't -KNOW- because they're so busy with other stuff that they don't give a damn about one mage?
Or he would run away from the city given half a chance but ... leave the city? That's every bit the death sentence waiting for the Templarate to find him is! Doom and Gloom no matter where he turns! :o
Quote from: musashi on March 19, 2011, 09:02:59 PM
Or he would run away from the city given half a chance but ... leave the city? That's every bit the death sentence waiting for the Templarate to find him is! Doom and Gloom no matter where he turns! :o
Well he could buy an escort out of the city... but then they'd kill him and steal his boots!
Or maybe he has family that he has to take care of ... or social ties that make disappearing problematic or ... whatever whatever whatever. There are tons of options for playing a perfectly IC Tuluki 'gicker who stays in the city.
Yes ... they probably are going to eventually get caught though. That's part of the game.
Quote from: X-D on March 19, 2011, 08:55:38 PM
I am not saying that starting in Tuluk is a problem, or having it as a backround.
But the idea that somebody who knows the powers that be already know and they are simply toying with him before they swoop in and make him go away, purposely staying and trying to hide it is silly and twinky.
Sure, as a player you know differently, and that is what makes it so bad IMO.
I still disagree. Yes, a person would probably assume that they are pretty much done for in that case. However, your average Tuluki citizen doesn't think about leaving the safety of the walls. That said, whether he would turn himself in to the templarate or try to hide is up to the character's discretion.
I kind of relate it to hit-and-run accidents IRL. You run over a pedestrian, and people may have gotten your plates. You could either stop and get out or keep driving in fear - mostly in fear of what just happened, but also in fear of getting caught, knowing fully well what will happen.
You're a Tuluki magicker, and the all-knowing templars might have noticed. Gambling on whether they did is just that, and not meta-gaming. It's just an IC decision. Fear of turning yourself in, not knowing whether they'll just kill you or throw you out into the super-dangerous outside, is an IC feeling.
Or even if you know they already know, denial is not a river in Egypt.
I mean how many times have you been caught in a lie by someone (especially when you were a kid) and you KNOW they already know the truth and they've got your number but for whatever irrational reason you just keep denying it?
Same deal.
Can't even go to the Temple without seeing gickers
Quote from: musashi on March 19, 2011, 09:41:13 PM
Or even if you know they already know, denial is not a river in Egypt.
I mean how many times have you been caught in a lie by someone (especially when you were a kid) and you KNOW they already know the truth and they've got your number but for whatever irrational reason you just keep denying it?
Same deal.
Not "just" a river in egypt, my man.
Where does it say in the docs that Tulukis think the Tuluki templarate are all-knowing and omniscient, anyway?
Quite a bit of ic info (and assumptions surrounding them) has been let loose here actually.
Quote from: hyzhenhok on March 19, 2011, 11:07:36 PM
Where does it say in the docs that Tulukis think the Tuluki templarate are all-knowing and omniscient, anyway?
Quote from: What you Know - Undertuluk...while Tuluk's all-seeing and all-knowing Templarate seems to pervade the city, ruling with their benevolent, firm fist ...
Most direct hinting at the fact that at least
some Tulukis believe this. Of course, being sentient, Tulukis can have different opinions about this.
magickers are equally as common everywhere, right? the only discrepancy i've ever heard of is the fact that mutants tend to be born more often near the silt sea.
Quote from: Cutthroat on March 20, 2011, 08:53:01 AM
Quote from: hyzhenhok on March 19, 2011, 11:07:36 PM
Where does it say in the docs that Tulukis think the Tuluki templarate are all-knowing and omniscient, anyway?
Quote from: What you Know - Undertuluk...while Tuluk's all-seeing and all-knowing Templarate seems to pervade the city, ruling with their benevolent, firm fist ...
Most direct hinting at the fact that at least some Tulukis believe this. Of course, being sentient, Tulukis can have different opinions about this.
That seems like figurative writing. And look at the context: not a main Tuluki article, but an article about the part of Tuluk where the templarate's grasp rather obviously didn't extend! "All seeing, all knowing templarate" is the colloquial way of saying "the coppers" in Tuluk; that doesn't mean everyone believes it.
It seems strange to me that a society that honors skillful thieves and assassins would think that you couldn't sneak around and do things without being noticed. The society treats things that are unseen as nonexistent: the crime that no one sees never happened, the person who disappeared never died, etc. That doesn't mean people actually think these things never happen. There's no reason you couldn't have a Tuluki magicker who believes his magick is just like the skills of a thief or assassin: as long as it isn't seen, it doesn't exist.
I seriously doubt commoners have the belief that Muk Utep or templars are looking over their shoulder at all times. Commoners know they are inferior--they know they are unimportant, and their individual lives are not really important to the templarate. While they probably believe the templarate has the
power to keep tabs on them, there's no reason to believe they actually are, or have much reason to. And after the first time a magicker accidentally discharges magick and subsequently isn't automatically hunted down and disappeared, he knows that apparently his magick is either below the radar or just not a matter of urgency to the templarate.
Quote from: hyzhenhok on March 20, 2011, 09:11:14 AM
Quote from: Cutthroat on March 20, 2011, 08:53:01 AM
Quote from: hyzhenhok on March 19, 2011, 11:07:36 PM
Where does it say in the docs that Tulukis think the Tuluki templarate are all-knowing and omniscient, anyway?
Quote from: What you Know - Undertuluk...while Tuluk's all-seeing and all-knowing Templarate seems to pervade the city, ruling with their benevolent, firm fist ...
Most direct hinting at the fact that at least some Tulukis believe this. Of course, being sentient, Tulukis can have different opinions about this.
That seems like figurative writing. And look at the context: not a main Tuluki article, but an article about the part of Tuluk where the templarate's grasp rather obviously didn't extend! "All seeing, all knowing templarate" is the colloquial way of saying "the coppers" in Tuluk; that doesn't mean everyone believes it.
It seems strange to me that a society that honors skillful thieves and assassins would think that you couldn't sneak around and do things without being noticed. The society treats things that are unseen as nonexistent: the crime that no one sees never happened, the person who disappeared never died, etc. That doesn't mean people actually think these things never happen. There's no reason you couldn't have a Tuluki magicker who believes his magick is just like the skills of a thief or assassin: as long as it isn't seen, it doesn't exist.
I seriously doubt commoners have the belief that Muk Utep or templars are looking over their shoulder at all times. Commoners know they are inferior--they know they are unimportant, and their individual lives are not really important to the templarate. While they probably believe the templarate has the power to keep tabs on them, there's no reason to believe they actually are, or have much reason to. And after the first time a magicker accidentally discharges magick and subsequently isn't automatically hunted down and disappeared, he knows that apparently his magick is either below the radar or just not a matter of urgency to the templarate.
Yeah, I pretty much agree with you. Which is why I think assuming a magicker in Tuluk is merely a twink is silly.
It's not monopoly or basketball. You're allowed to play the losing game, because the point isn't to win, but to create a story. I don't see anything wrong with playing a gicker in Tuluk, regardless of whether the powers that be are all knowing or not, without it being twinky or silly.
Quote from: Cindy42 on March 20, 2011, 09:04:17 AM
magickers are equally as common everywhere, right? the only discrepancy i've ever heard of is the fact that mutants tend to be born more often near the silt sea.
If there's a genetic component (and that sounds plausible) I suspect they're more likely in Allanak since Tuluk tends to cull the herd of any magicky folk.
Personally, I think playing a secret magicker in Tuluk is a perfectly viable role and could provide lots of interesting RP. Elementalists are born with their powers, and I would guess that the number of born potential elementalists are fairly even across Zalanathas.
However, there are some things that have to be kept in mind when it comes to magick and Tuluk. The following is taken from the introduction page, "What you know ...":
QuoteDespite the fact that the vast majority of Tuluki citizens were not alive during the initial destruction of the city- state at the hands of powerful elementals, the burning fear and hatred for the chaos wreaked by these creatures has instilled an inimitable hatred for all things magick within the hearts and souls of the population. The former temples to the elements were not reconstructed when the city-state was rebuilt. Magick is outlawed within the Gol Krathu region and its surroundings and no distinction is made between a defiler and an elementalist when one is discovered practicing these arts. Execution is swift and brutal and many discovered to be magickers do not live to face the Templarate.
The quote above indicates that magick-hate is not only due to indoctrination from the Templarate, but rather something that has survived on its own among the people living in Tuluk -- after all, there are many many signs of how bad and dangerous magick is around the city. People who experienced the Cataclysm are dead and gone, but a lot of people who experienced the Flood are still alive. It would be a very tough situation to come to terms with for the newly-manifested Tuluki elementalist.
I don't think Tulukis would really talk about the existence of magick on the individual level within the city. Maybe hushed whispers about someone who was suspected and then never seen again. There are no real similarities to the valued and recognized Arts of theft and assassination.
As Barzalene just said, there's lots of room to create a
story with this kind of roles in Tuluk (or at least starting out there). Anything can be twinked or turned silly, but I don't think a magicker-in-Tuluk is, out of the box.
So...
Gemmed procreation: acceptable, illegal, or up to the templar/noble that has the most direct authority over the gemmed in question at the time?
Icky but legal in Nak.
It doesn't happen in Tuluk. Magickers aren't allowed in Tuluk.
YOU try telling a bazooka on legs that s/he can't get his/her rocks off to relieve some tension now and then.
Quote from: Barzalene on March 20, 2011, 09:57:59 AM
It's not monopoly or basketball. You're allowed to play the losing game, because the point isn't to win, but to create a story. I don't see anything wrong with playing a gicker in Tuluk, regardless of whether the powers that be are all knowing or not, without it being twinky or silly.
Playing losing the game is freakin' fun. Every half-elf is doing it, a good portion of elves are doing it, and if you're considering the fact that you never really have control over your own life, so is everyone not playing a Highlord, or rogue 'gicker, in a certain sense. So is anyone playing in the 'rinth. I have yet to hear of someone lasting longer than 3 RL months inside.
Quote from: Yam on March 20, 2011, 10:12:15 AM
Quote from: Cindy42 on March 20, 2011, 09:04:17 AM
magickers are equally as common everywhere, right? the only discrepancy i've ever heard of is the fact that mutants tend to be born more often near the silt sea.
If there's a genetic component (and that sounds plausible) I suspect they're more likely in Allanak since Tuluk tends to cull the herd of any magicky folk.
oh, right. nak's been around an awful long time.
Quote from: Cindy42 on March 20, 2011, 01:21:38 PM
Quote from: Barzalene on March 20, 2011, 09:57:59 AM
It's not monopoly or basketball. You're allowed to play the losing game, because the point isn't to win, but to create a story. I don't see anything wrong with playing a gicker in Tuluk, regardless of whether the powers that be are all knowing or not, without it being twinky or silly.
Playing losing the game is freakin' fun. Every half-elf is doing it, a good portion of elves are doing it, and if you're considering the fact that you never really have control over your own life, so is everyone not playing a Highlord, or rogue 'gicker, in a certain sense. So is anyone playing in the 'rinth. I have yet to hear of someone lasting longer than 3 RL months inside.
Quote from: Yam on March 20, 2011, 10:12:15 AM
Quote from: Cindy42 on March 20, 2011, 09:04:17 AM
magickers are equally as common everywhere, right? the only discrepancy i've ever heard of is the fact that mutants tend to be born more often near the silt sea.
If there's a genetic component (and that sounds plausible) I suspect they're more likely in Allanak since Tuluk tends to cull the herd of any magicky folk.
oh, right. nak's been around an awful long time.
Honestly the only time I ever felt like I was winning Armageddon was when I played a desert elf.
One of your half-giants won, Yam.
I've known of PC's who's survived in the 'rinth for longer than 3 RL months. Hard, but doable. And hats off to them.
Quote from: Xeran Van Houten on March 20, 2011, 01:26:42 PM
One of your half-giants won, Yam.
Half-giants always win.
(http://farm3.static.flickr.com/2129/2213888411_76cbb05c20.jpg)
Quote from: Xeran Van Houten on March 20, 2011, 11:20:38 AM
So...
Gemmed procreation: acceptable, illegal, or up to the templar/noble that has the most direct authority over the gemmed in question at the time?
It's generally legal. Many things are "generally legal". However, whatever an individual templar says IS THE LAW, so they can make any ruling on it that they want to. They're templars.
Quote from: Taven on March 20, 2011, 07:01:29 PM
Quote from: Xeran Van Houten on March 20, 2011, 11:20:38 AM
So...
Gemmed procreation: acceptable, illegal, or up to the templar/noble that has the most direct authority over the gemmed in question at the time?
It's generally legal. Many things are "generally legal". However, whatever an individual templar says IS THE LAW, so they can make any ruling on it that they want to. They're templars.
True, but... how many templars would say "No more sexinz" to mages?
Are they gemmed?
Quote from: Saellyn on March 20, 2011, 07:05:27 PM
Quote from: Taven on March 20, 2011, 07:01:29 PM
Quote from: Xeran Van Houten on March 20, 2011, 11:20:38 AM
So...
Gemmed procreation: acceptable, illegal, or up to the templar/noble that has the most direct authority over the gemmed in question at the time?
It's generally legal. Many things are "generally legal". However, whatever an individual templar says IS THE LAW, so they can make any ruling on it that they want to. They're templars.
True, but... how many templars would say "No more sexinz" to mages?
I doubt that many. More importantly, if they did, how would they enforce that?
Quote from: Taven on March 23, 2011, 02:37:21 PM
Quote from: Saellyn on March 20, 2011, 07:05:27 PM
Quote from: Taven on March 20, 2011, 07:01:29 PM
Quote from: Xeran Van Houten on March 20, 2011, 11:20:38 AM
So...
Gemmed procreation: acceptable, illegal, or up to the templar/noble that has the most direct authority over the gemmed in question at the time?
It's generally legal. Many things are "generally legal". However, whatever an individual templar says IS THE LAW, so they can make any ruling on it that they want to. They're templars.
True, but... how many templars would say "No more sexinz" to mages?
I doubt that many. More importantly, if they did, how would they enforce that?
Removal of penis would be a good start.
Quote from: lordcooper on March 23, 2011, 02:38:22 PM
Quote from: Taven on March 23, 2011, 02:37:21 PM
Quote from: Saellyn on March 20, 2011, 07:05:27 PM
Quote from: Taven on March 20, 2011, 07:01:29 PM
Quote from: Xeran Van Houten on March 20, 2011, 11:20:38 AM
So...
Gemmed procreation: acceptable, illegal, or up to the templar/noble that has the most direct authority over the gemmed in question at the time?
It's generally legal. Many things are "generally legal". However, whatever an individual templar says IS THE LAW, so they can make any ruling on it that they want to. They're templars.
True, but... how many templars would say "No more sexinz" to mages?
I doubt that many. More importantly, if they did, how would they enforce that?
Removal of penis would be a good start.
I dunno. Isn't there a magickal penis regrowth spell?
This would also still only work on half the population.
True, but the explanation for the other 50% would have to go into explicit detail, and I would rather refrain from that on the GDB.
Quote from: lordcooper on March 23, 2011, 02:56:06 PM
True, but the explanation for the other 50% would have to go into explicit detail, and I would rather refrain from that on the GDB.
Even if they did the female equivalent, I think some House would get upset at the castration of all magickers. Like Oash.
How did we even get this far off-topic, anyway?
Quote from: Taven on March 23, 2011, 03:00:11 PM
Quote from: lordcooper on March 23, 2011, 02:56:06 PM
True, but the explanation for the other 50% would have to go into explicit detail, and I would rather refrain from that on the GDB.
Even if they did the female equivalent, I think some House would get upset at the castration of all magickers. Like Oash.
How did we even get this far off-topic, anyway?
Heh, it's still
kinda on topic. This is one of the 'states' most wigglers would be quite concerned about ;)
i wonder how badass a maxed out elemental 'gicker is.
Absolutely badass.
A maxed out anything, mundane or otherwise, is gonna be absolutely badass.
Maxed out merchants are more 'wealthy' than 'badass.' I'm not sure I'd even call a maxed out pickpocket or burglar that badass, although they'll probably have all yr stuff.
Quote from: lordcooper on March 23, 2011, 02:38:22 PM
Quote from: Taven on March 23, 2011, 02:37:21 PM
Quote from: Saellyn on March 20, 2011, 07:05:27 PM
Quote from: Taven on March 20, 2011, 07:01:29 PM
Quote from: Xeran Van Houten on March 20, 2011, 11:20:38 AM
So...
Gemmed procreation: acceptable, illegal, or up to the templar/noble that has the most direct authority over the gemmed in question at the time?
It's generally legal. Many things are "generally legal". However, whatever an individual templar says IS THE LAW, so they can make any ruling on it that they want to. They're templars.
True, but... how many templars would say "No more sexinz" to mages?
I doubt that many. More importantly, if they did, how would they enforce that?
Removal of penis would be a good start.
Can't think of a better way to ensure mages go rogue.
Quote from: Salt Merchant on March 23, 2011, 09:25:15 PM
Can't think of a better way to ensure mages go rogue.
See, the real answer is to make the gem a piercing that goes...
Yeah. You can finish that sentence.
This prevents reproduction AND ensures loyalty! Woo!
All the gemmed are mudsexing lesbians anyway.
Hey man. I play females that hate penis and vagina equally.
Quote from: Is Friday on March 23, 2011, 10:05:05 PM
Hey man. I play females that hate penis and vagina equally.
Even their own?
Yarr. Even their own. They cut their nuts off to spite their crotch. :X
(seriously though - not all the lesbian pcs (gemmed or no) are played by dudes, but so many are that it makes the girls playing them [this one at least] want to just avoid the crap where some dude wants your pc's fist in their pc's bum and you're just like 'wtf lesbian porn are you watching kid')
I think 'gickers are cool, and just part of the game like everything else. Too many? Nope. Too powerful? Dunno, but things seem fine to me as is.
Well, this edition of creating polls about anecdotal things is now closed. Stay tuned.