Suggestion Discussion: The Arcane Tower

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Seven Sons of Sin
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Re: Suggestion Discussion: The Arcane Tower

Post by Seven Sons of Sin »

Good god, we absolutely do not want another settlement on the server. The Tower has functioned as a 'power' on Arelith that has been akin to that of a settlement. The Tower is at times spoken in the same breath as Bendir or Cordor, however, the entire function of the Tower is not a settlement.

If you want to give it settlement powers (which I disagree with), then you have to redesign the entire space to accommodate that kind of concept, let alone have some massive Dev-directed insertion that fundamentally alters the spirit and ethos of that space on the server.

I would advocate you blow it up before you turn it into a settlement or make it less of a guildhouse. At least it'll go out with some dignity.
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Re: Suggestion Discussion: The Arcane Tower

Post by DarkDreamer »

Seven Sons of Sin wrote:Good god, we absolutely do not want another settlement on the server. The Tower has functioned as a 'power' on Arelith that has been akin to that of a settlement. The Tower is at times spoken in the same breath as Bendir or Cordor, however, the entire function of the Tower is not a settlement.

If you want to give it settlement powers (which I disagree with), then you have to redesign the entire space to accommodate that kind of concept, let alone have some massive Dev-directed insertion that fundamentally alters the spirit and ethos of that space on the server.

I would advocate you blow it up before you turn it into a settlement or make it less of a guildhouse. At least it'll go out with some dignity.
I personally agree with this....As the Head Warden, we do try and cater to and answer to everyone as soon as we can and as fast as we can, sadly we cant be there 24/7 and I really dont like the idea of someone like evil miss unwelcome across all the island suddenly OOC mechanically gaining access to the tower when ICly, we would sooner kill them then permit entry.
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Re: Suggestion Discussion: The Arcane Tower

Post by Hunter548 »

I personally don't think the tower should be a settlement either; Certainly not without opening the Archmage position up to voting, which would, imho, be really stupid. I would like for Spellhold to not be open to anyone with a Tower key again, though; It's kind of difficult to use it as the super secure repository of dangerous magical items/lore/prisoners it's meant to be when any Tower apprentice can enter.

@Aelyrn: You're right about no other guildhouse (On the surface) being expected to be so inclusive, but by the same extension, no other guildhouse on the server is quite so heavily bent towards all members of two base classes, nor, inversely, are there frequently as many Arcane Guilds on the server as there are guilds for, say, paladins/rangers/barbarians.
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Re: Suggestion Discussion: The Arcane Tower

Post by DarkDreamer »

Actually the Arcane tower is generally open to any class if you can justify why, your a Paladin? Come talk to Mathias about becoming a Warden, your a cleric, hey sure why not, Rogue? We can always use a locksmith.
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Re: Suggestion Discussion: The Arcane Tower

Post by Hunter548 »

DarkDreamer wrote:Actually the Arcane tower is generally open to any class if you can justify why, your a Paladin? Come talk to Mathias about becoming a Warden, your a cleric, hey sure why not, Rogue? We can always use a locksmith.
Right, but historically speaking that hasn't always been the case, and it's not that way by module design. It is pretty heavily open to all sorcs/wizards, both historically and by module design.
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Re: Suggestion Discussion: The Arcane Tower

Post by DarkDreamer »

Yeah I understand, though we are trying to run it to be a lot more inclusive now.
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Septire
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Re: Suggestion Discussion: The Arcane Tower

Post by Septire »

I'm interested in moving away from the current presentation of the Arcane Tower: A hallway and a DC 127 locked door. Unless someone has seen the inside, that's all the Arcane Tower really is to the uninitiated. Imagine if you were new to the server, made a wizard, and someone pointed you in the direction of the Arcane Tower. Would you feel comfortable waiting... a week or two to get in touch with the archmage? What does the Arcane Tower offer in the way of points of interest on the interim? What affordance does the tower have for enabling general wizard-like RP for someone who doesn't hold a key? To be frank, the whole first floor feels like one massive lobby/waiting area, just to get an audience with the archmage. When you get inside... there's chess, and a... well, a few couches. Some books and other message boards... but really, aside from the rare dip into Spellhold or playing chess, the Arcane Tower seeks to pool like-minded arcanist roleplayers together (with or without an agenda beyond that, depending on the archmage) into a highly secure chamber where they can't really be assailed.

Unless you knock and hope someone opens that door, the Arcane Tower is just 4 shops and a portal. Westin might do some banking or sell basic scrolls, but outside of this, what is there to do? I don't consider having something as big and iconic as the Arcane Tower (it's a big landmark) with nothing really to offer a good design.

Even if the lounge area were opened up, there's still the top floor, which is not really used nearly as much as the lounge area. Huge table to sit, libraries, but there's nothing there either, so there's no point in sitting around a huge table when the lounges work just fine. I feel like that's a missed opportunity for some thematic RP.

The guildhall itself consists of doors behind doors behind doors: Unless you have a means of breaking into quarters, you could position yourself behind 3 quarter doors, turn yourself invisible/conceal, and whisper a conversation in draconic with liberal castings of true-seeing whenever a door swings. How could anyone spy on you, for example? What opportunities does the Arcane Tower offer for the rest of the non-arcanist playerbase?

There's so many layers there for 'safe' RP that I really start to question just how much safe space is really needed, or just how severe of a threat these enemies of the tower could reasonably pose. It comes to a point where it's no longer about getting away from your enemies and having reasonable defenses (The Myon argument), but rather situating yourself in an impenetrable fortress. It's a detriment to conflict RP if it becomes impossible to assail or even interact with the target. With talk about adding a food and water source within the tower, it only furthers this notion: why would you ever need to leave or interact with your enemies if you're self-sufficient? There's so many defense measures in place (especially shouting across the guild-hall door, casting a light spell to prove you're an arcanist/not sharran, level 30 performing a looks check to break your disguise, etc etc) that it becomes a real detriment to conflict RP and doesn't really allow for RP variance.

As for a guildhall having public-access quarters, I never really saw the Arcane Tower (Or Abyssal Citadel for that matter) as just-another-guildhall. The thematic nature leaves something to be expected of the place in terms of quality. Who built the Arcane Tower? Why was it built? Is it just a consortium for mages, or something more? Players should have something to grasp at here, something to work with and merge into their RP. If it is a completely blank slate with 0 hooks, then it is up to the players to reiterate the story (what was the story again?) every time, and if someone doesn't bother (or forgets over the years), that piece of information is just gone. Players have tried to add statues and books and other fixtures to try to keep this history but there's so much more that could be done towards really allowing players to feel like their RP mattered and is reflected in the game-world. Really, I think that's what we all hope to see when we RP well, is some sort of imprint on the server.

I just finished going through a guildhall tonight just to see what the occupancy looked like. Out of the 7 quarters in the guildhall I checked, 2 were owned. The rest were being used for storage or were completely vacant. It's not the first time I've seen it happen, in fact, it's been the trend for quite a while. Some players are really good about building trust IC with others and getting them occupied, others not so much. You may say it's a terrible idea, and from a managerial perspective for the guildhall owner, it probably is. But I am not considering just the guildhall owner here. I'm considering each player who just want to integrate and collaborate with others in a thematic setting. The Arcane Tower is not a castle with a king, it's a symposium of the minds.

I find the notion that other players would only screw with your RP or troll you if they had an opportunity to buy the quarters publicly to be a little absurd, mostly because I've been playing since before guildhalls became a wide-spread thing. It never really was as bad as players project it would be. Players who make it their mission to ruin the enjoyment of others never tend to stick around for long. It is such a dim view to have on your fellow players to think that others cannot act rationally or cannot cooperate with you (or maybe you don't want to trouble yourself with any potential conflict). I know that guildhalls gave more tools to manage people who shouldn't be there, and to help free up the DMs to do other things, but this puts a reliance and expectation on the guildhall owners to facilitate RP. There's going to be times when a player really does need the tools, there's other times when a player might abuse those tools to heavy-handedly control who can and can't have access. The best RPers I've experienced are those who see where the RP leads and aren't afraid to follow where others lead them, for better or worse. I prefer to believe that each player is here to have fun and not sow discord.

The RP around Arelith seems to be a lot like little islands of RP with some flow between them. The problem though is unless you abide the guild owner's vision of RP and play the game the way they expect, you don't get to play with the cool toys. Settlement leaders are more accountable, and can be voted out. Guildhall owners on the other hand just need to ensure they upkeep the guildhall sign. That's it. Guildhalls don't really change hands that frequently, and in the worst cases are just passed onto the same few players across their many characters or alt accounts, because OOC trust exists and that drives IC interaction. Sometimes it feels that it has turned into ego-stroking and that players have too much of a say on who can and cannot access really cool featured locations. Boats too suffer from this same issue, entire dungeons being locked if you don't have the right connections. There are always exceptions, but that has been my general experience.

I don't expect you to agree with me or to see eye-to-eye on my thoughts. Really, the changes I've worked on are not so extreme as to fundamentally change the way it works, but I do feel like there needs to be a little more play. A little less secure, a little bit less predictable, a little more risk, a little more danger. It's in the spirit of adventure that I consider these changes to be beneficial in the long run.

I'm still open to suggestions and it's not set in stone, but please try to understand the reasons why a change like this might be beneficial. Myon has come up before as well. I know that the Drow players have been peeved at the asymmetry there. Artos had Myon set up the way it was so the Drow didn't PvP the more passive elf players daily, but instead the elf players made the black archers and slaughtered the drow. It just demonstrates how unpredictable the intended outcomes can be, both for devs and for players.

I'm quite tired now so this reply is probably could have been written better.
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Re: Suggestion Discussion: The Arcane Tower

Post by Morderon »

Sab1 wrote:Not to go of topic but Heartwood grove is the place in dire need of a upgrade. Always wanted it like the tower where there was a public and private area. As it is now the place is a robbers dream.

Actually the grove is pretty close to how I think a guildhouse (not that it fits arelith's definition) should be designed. But the look/feeling of the place is poor. Just needs a small back room with guild hall access and rooms for the arch(druid)s and the community chest or 2. An OOC policy change of who can rent rooms to include nature clerics/forest gnomes/fey.

Applying such to the tower would be most quarters in the public area, the arena in the public area (move the chests to spellhold), at least 1 quarter in the private area (so that it qualifies for guild hall status) and access to spellhold. At the very least.
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Re: Suggestion Discussion: The Arcane Tower

Post by Seven Sons of Sin »

Septire wrote:Would you feel comfortable waiting... a week or two to get in touch with the archmage?
For the record, I recently went through the process and from beginning to end took about an hour. Maybe that was a matter of luck and good timing, but I wouldn't want this to misrepresent that this is how it is always. Or even a expectation among the newer players.
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Re: Suggestion Discussion: The Arcane Tower

Post by Tathkar Eisgrim »

I would like to see the Arcane Tower have a number of publically accessible (but closely guarded) laboratory spaces available. Each of these could then be set up, by different schools of magic, as a different roleplay opportunity to research magic / arcane theory / cures / investigate esoteric phenomena that the wider server community bring to them. i.e. laboratories as arcane RP support tools.

I would like to see the Grove have a linear series of publically accessible (but closely guarded) Glades which demonstrate different aspects of nature. Each of these glades could offer different curative / contemplative aspects to cure diseases / curses / illnesses / phobias and psychoses that the wider server community bring to them. i.e. glades as divine RP support tools.

Magi / Druids could dress these laboratories / glades with placeables to further enhance the mystique of each location above and beyond dev design.

Strange Occurences - I would like to see laboratories / glades have encounter scripts within them. Imps / Homunculous / Wild familiars / Aberrations / Monsters might appear if the equipment is used / abused.

Maybe these laboratories / glades require a minimum placeable count. Experiments and ceremonies (and sabotage) cause matters to go awry cause a random equipment destruction and a spawn in.

edit - Obviously the arcane and divine strangeness of these processes must be demonstrated to avoid the tower or the grove appearing too 'sciency' or too much like a health spa.
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Re: Suggestion Discussion: The Arcane Tower

Post by Cortex »

make the chess board public too
:)
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Re: Suggestion Discussion: The Arcane Tower

Post by Iwanttobethegirlwiththemostcake »

As someone playing a member of the Tower, I would love to see the chess board accessible to the public. That's a great idea. As it is now, when someone wants to play chess, and believe me, a large number of people knock on the door asking for just that, a Tower member has to sit and "babysit" the chess game because the chess board is up in the private areas and includes the Tower's storage chests. Anyone playing chess has access to all of the Tower except Spellhold and the private quarters.
Put the chess board on the first floor. Please.
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Re: Suggestion Discussion: The Arcane Tower

Post by Iwanttobethegirlwiththemostcake »

Septire wrote:Would you feel comfortable waiting... a week or two to get in touch with the archmage?
My current character went through this. Perhaps it took even longer, but here's the thing.

The Archmages can't be online 24 hours a day 7 days a week. There's other obstacles to contacting applicants as well. Time zones. Play times. People applying to the Tower and never logging in again until a month later when they come back complaining that the Tower never contacted them. Other RP happening in the Tower. And, the players of the Archmage's desire to actually do something they enjoy with their play time once in a while.

Does the Tower need more recruiters? Absolutely. But you have to find another character willing to do the job. The burn out rate for a recruiter is high. It's not a fun job.
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Re: Suggestion Discussion: The Arcane Tower

Post by Yma23 »

I'm not saying much 'for' or 'against' Septir'es idea - in fact I like the idea of the Arcane Tower being more open, but I feel it worth noting:
From what I've experienced, the current Arcane Tower archmages are actually pretty good at saying 'Yes' to people, and letting them join the guildhall. Previously some of the Archmags have been super susspicious of of everyone, but the current guys are good.
The main reason for lack of people, I'd guess, is just inactivity. Which is still a bad thing I suppose, but as I said = I feel it worth defending them in that they arn't being super paranoid-WInWinWin people. Just a little inactive.


EDIT: Re Private/Public - HOw about this:
Make all but the utmost level of the tower public. The utmost level (Library, Meeting hall, Spellhold, and maybe Spell dueling arena, though if this were moved to a lower level that would be grand) can belong to the ArchMage, who maybe also has some nifty quarters or something. I dunno.

All the other quarters, and the 'communual room' and the portal out to the forest would be accessable to everyone/anyone with arcane levels.
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Re: Suggestion Discussion: The Arcane Tower

Post by Nitro »

I don't think the problem is in getting an archmage to OK you for entrance, but finding one in your timezone/playtime. If you're unlucky, you can easily go weeks without seeing the guy you need to talk to, during which time I reckon many people just shrug and move on to do their magey RP elsewhere.

So I'd be all for making it a surface equivalent version of the sorcere in Andunor, open to all spellcasters, with perhaps the spellhold and some extra quarters available as a guild hall for the archmage and his/her possy.
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Re: Suggestion Discussion: The Arcane Tower

Post by Aelryn Bloodmoon »

Seven Sons of Sin wrote:
Septire wrote:Would you feel comfortable waiting... a week or two to get in touch with the archmage?
For the record, I recently went through the process and from beginning to end took about an hour. Maybe that was a matter of luck and good timing, but I wouldn't want this to misrepresent that this is how it is always. Or even a expectation among the newer players.
Iwanttobethegirlwiththemostcake wrote:
Septire wrote:Would you feel comfortable waiting... a week or two to get in touch with the archmage?
My current character went through this. Perhaps it took even longer, but here's the thing.

The Archmages can't be online 24 hours a day 7 days a week. There's other obstacles to contacting applicants as well. Time zones. Play times. People applying to the Tower and never logging in again until a month later when they come back complaining that the Tower never contacted them. Other RP happening in the Tower. And, the players of the Archmage's desire to actually do something they enjoy with their play time once in a while.

Does the Tower need more recruiters? Absolutely. But you have to find another character willing to do the job. The burn out rate for a recruiter is high. It's not a fun job.

I'd like to thank both of you for these posts. I'd also like to put, as an aside, that while the tower does occasionally decline or admit some people that make other people unhappy, it is this exactly handling process that caused different players to go and create two entirely new arcane factions on the surface- The Circle and The Necromancer's Guild.

All credit for creation and the work involved in these factions goes to their founders, of course, but the Tower's methods of admission definitely played a part in the motivation for both of these - to the point that multiple characters have mentioned as much to Astarial.

Don't get me wrong. I'm all for encouraging more interaction in the public areas by rearranging the flow of traffic. But it's not like we're using the tower setup to deny conflict opportunities. The tower engages in open conflict, cooperatively where possible, with other players, even when it makes the tower look bad. You have two entire factions that would not exist otherwise, as both have claimed to have formed as a direct result of disapproval of how the tower handles things.

If the server is making a general motion to open up ALL guildhouses and their private spaces more to the public, then I have no issue with the line of logic. But I haven't heard anyone suggest, for example, that the Abyssal Fortress or the Crow's tower be opened up in the same way, which leaves me feeling like the Tower is being singled out for some reason.
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Re: Suggestion Discussion: The Arcane Tower

Post by METAL BAWKSES »

Aelryn Bloodmoon wrote:But I haven't heard anyone suggest, for example, that the Abyssal Fortress or the Crow's tower be opened up in the same way, which leaves me feeling like the Tower is being singled out for some reason.
Well this is, after all, a thread about the Tower. Myon had its moment under the microscope and the Tower is getting it right now. That being said I don't think looking at the idea of more public spaces in guildhouses across the board is bad idea. But, I would want it to be on a case by case basis because I do think certain guildhouses have different needs/serve different functions.

I'd also really like the idea of some Unseen University flavour perhaps with different schools vying for powers and that coming into play with settlement leadership. I truly don't want the Tower to be able to exile and such but if it's possible to divorce the voting system from the rest of the settlement system I think it would be really cool.
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Re: Suggestion Discussion: The Arcane Tower

Post by P Three »

That isn't what caused the start of the Circle. I can't speak for the Guild of Necromancy.
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Re: Suggestion Discussion: The Arcane Tower

Post by caldura firebourne »

Aelryn Bloodmoon wrote:If the server is making a general motion to open up ALL guildhouses and their private spaces more to the public, then I have no issue with the line of logic. But I haven't heard anyone suggest, for example, that the Abyssal Fortress or the Crow's tower be opened up in the same way, which leaves me feeling like the Tower is being singled out for some reason.
not a half bad idea but I'd like to point out, unless you and I have different areas in mind, the crow's tower isn't a guildhouse, or even a quarter, it has a locked door that can be picked like any other door in any dungeon, the Iron fortress is a "fortress" not a school, the arcane tower is a school, not a fortress. the design differences make this line of thinking rather illogical IMO
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Re: Suggestion Discussion: The Arcane Tower

Post by JediZero »

Aelryn Bloodmoon wrote: the arcane tower is a school, not a fortress. the design differences make this line of thinking rather illogical IMO
Hence why the Tower has never had the mechanical powers that other places have had. We've not had the ability to bar access, which ironically would make the Tower actually be worth not pissing off, as without being accepted by the Tower, no more Portals. We can't even alter what's posted on the message board in the public area without DM Assistance. (what kind of mage tower allows a notice saying that there's a bounty on elf ears?)
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Re: Suggestion Discussion: The Arcane Tower

Post by LasharaDyran »

I hear a lot of griping in this thread that in the Tower there's a lot of rp happening behind closed doors, and also the argument that if we open up the Tower, more people will be able to rp.

I'm not sure I agree with that. I suspect that the Tower is such a stronghold of rp is exactly because a large chunk of it is behind closed doors. It forces character exposition, since the inherent lack of external access on the 3rd floor, means that it can't be all conflict based. As such the rp is very relationship oriented....friendships building, backstory exposition....as opposed to "ZOMG let's go kill gnolls today". Some roleplayers enjoy this interpersonal type of roleplay. Others seem to enjoy disrupting it. Having half the tower behind a locked door and the other half downstairs allows the player to choose - drama and action, or character exposition?

My concern is that for the players who enjoy the opportunity to have a less-conflict oriented rp will simply disappear if the Tower goes open-access to conflictual rp - either to a different building, or from the server altogether. If a bunch of people are rping (and it's excellent roleplay, I might add) behind a locked door and seem to prefer being there, the question is not to remove the locked door but to ask why they prefer being there.

Lastly, since the Tower is -not- exclusive to mages with the role of warden (one of the most active Tower members is kensai), and there is now an open-minded attitude towards necromancy (okay - to a point)...if you want access to this type of roleplay, all you have to do is show up at the Tower and asked to join. Yes, there is a lengthy interview process with (guess what!) interpersonal rp. And yes, if you're not the first person in line when Jacob or Angela log in - you're going to be waiting. But those interviews are important to set the tone and the feel of the tower. I consider it an intiation and exposure to the tone of rp that tends to happen most in the Tower - it adjusts the applicant to the level of roleplay is happening here, and overall that bar is very high.

PS - huge shoutout to JediZero and triaddraykin for being all kinds of awesome to make the Tower what it is - and for seeing the good in a crazy little sorceress - even if she couldn't see it in herself. <3 you guys.
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Re: Suggestion Discussion: The Arcane Tower

Post by Sabines »

LasharaDyran wrote: I'm not sure I agree with that. I suspect that the Tower is such a stronghold of rp is exactly because a large chunk of it is behind closed doors. It forces character exposition, since the inherent lack of external access on the 3rd floor, means that it can't be all conflict based. As such the rp is very relationship oriented....friendships building, backstory exposition....as opposed to "ZOMG let's go kill gnolls today". Some roleplayers enjoy this interpersonal type of roleplay. Others seem to enjoy disrupting it. Having half the tower behind a locked door and the other half downstairs allows the player to choose - drama and action, or character exposition?

My concern is that for the players who enjoy the opportunity to have a less-conflict oriented rp will simply disappear if the Tower goes open-access to conflictual rp - either to a different building, or from the server altogether. If a bunch of people are rping (and it's excellent roleplay, I might add) behind a locked door and seem to prefer being there, the question is not to remove the locked door but to ask why they prefer being there.
The age old belief that one must choose between 'roleplay' and 'adventure' is simply false. Some of the greatest roleplay I've ever had has occurred in the midst of adventure or during a tense player conflict. A lot of roleplay I've had 'behind closed doors', as it were, has been pretentious and sterile.

All these things must intertwine -- chatter, conflict, adventure -- in order to create a successful collaborative (!!!) story. What is the point of all that character development if there's nothing at stake?
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Re: Suggestion Discussion: The Arcane Tower

Post by Phandros »

What is the point of all that character development if there's nothing at stake?
The destination is not the ultimate goal. How we get there is the worthier part. Character development for the sake of character development can BE the goal. We all get different satisfaction from different aspects of Arelith... that's what makes it GREAT.

We encourage and accept many forms of entertainment/adventure/roleplay and we can cater to peoples' different mix. The Tower does it one way, Guldorand does it another, the triad has their own flavour, the Circle is different still and so on. Find the niche, as it were, that suits your character and dive in!
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Re: Suggestion Discussion: The Arcane Tower

Post by Sabines »

Phandros wrote:
What is the point of all that character development if there's nothing at stake?
The destination is not the ultimate goal. How we get there is the worthier part. Character development for the sake of character development can BE the goal. We all get different satisfaction from different aspects of Arelith... that's what makes it GREAT.
Again, there's this idea that conflict and adventure isn't character development and that it can only occur amid lengthy exposition sat on a couch behind a locked door.

I'm refuting that, and in fact I argue that the character cannot develop at all unless they are forced into some sort of crucible. That could be anything. It doesn't have to mean PvP at all. But it will involve conflict. Without that you have nothing more than a simulacrum. I'm merely contesting this notion that quality roleplay is something apart from adventure and 'drama'.

And I respectfully disagree about sticking to one's corner. This is all about collaborative story-telling and whether you care for it or not, all the important developments on this server have occurred at the hands of movers and shakers and people 'disrupting'.
"Yeah, she was in great pain! Then we cut off her head, and drove a stake through her heart, and burned it, and then she found peace."
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Septire
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Re: Suggestion Discussion: The Arcane Tower

Post by Septire »

LasharaDyran wrote:
1. I suspect that the Tower is such a stronghold of rp is exactly because a large chunk of it is behind closed doors. It forces character exposition, since the inherent lack of external access on the 3rd floor, means that it can't be all conflict based.

2. As such the rp is very relationship oriented....friendships building, backstory exposition....as opposed to "ZOMG let's go kill gnolls today". Some roleplayers enjoy this interpersonal type of roleplay. Others seem to enjoy disrupting it.

3. Having half the tower behind a locked door and the other half downstairs allows the player to choose - drama and action, or character exposition?

4. My concern is that for the players who enjoy the opportunity to have a less-conflict oriented rp will simply disappear if the Tower goes open-access to conflictual rp - either to a different building, or from the server altogether.

5. If a bunch of people are rping (and it's excellent roleplay, I might add) behind a locked door and seem to prefer being there, the question is not to remove the locked door but to ask why they prefer being there.

6. Lastly, since the Tower is -not- exclusive to mages with the role of warden (one of the most active Tower members is kensai)

7. Yes, there is a lengthy interview process with (guess what!) interpersonal rp. And yes, if you're not the first person in line when Jacob or Angela log in - you're going to be waiting. But those interviews are important to set the tone and the feel of the tower. I consider it an intiation and exposure to the tone of rp that tends to happen most in the Tower - it adjusts the applicant to the level of roleplay is happening here, and overall that bar is very high.
1. I'm not sure what you mean by the term "Stronghold of RP". Does this mean that the Arcane Tower intrinsically fosters great roleplay, or that great roleplayers congregate within to engage in high-caliber RP at the Arcane Tower specifically? I would say that RP comes from the players themselves, and excellent roleplayers take their RP with them wherever they go, Arcane Tower or not. I don't think any one place could be considered a stronghold of RP because of this.

Character exposition can also be elicited through conflict. When I say conflict, I don't mean rolling initiative PvP, I mean conflict: Disagreements, hostility, conflict of belief. It's important to take in both similarities and differences. Turning away those who are too different from you, and only interacting with them on expected terms (when you leave the safety bubble) puts you in control of when and where conflict arises and leaves no say for the other player (unless they can get through that door somehow). That's an asymmetrical exchange. No surprises. If you're really keen on not engaging in conflict at all, I would suggest avoiding guilds: large groups of players tend to attract attention and pool their efforts towards a common goal. The Arcane Tower has been fought over (warred over), ownership over the tower is contested, and subversion comes from Sharrans. All are recurring themes. Thinking that you can stave off conflict from within the tower and control when and where it happens by positioning behind a DC 127 locked door (or several) is a disservice to other players who may want the story to happen differently. I can understand that you don't want things to boil down to mechanics and PvP, but standing behind a DC 127 locked door you know they can't pick is relying on mechanics over roleplay interaction. Pre-emptively, no less, as I don't think anyone should assume that it will always turn to PvP. Why not just try roleplaying things out and see where it goes?

2. I don't think it's good to clear-cut between one style or the other for such a pronounced faction that will attract at least two base classes intrinsically. Likely some combination of all of those styles of RP is best. The Arcane Tower should not be the place to go if you want relational RP and none, or minimal, of the other types. Relational RP should be a factor everywhere, just like conflict and the other types. RP types (relationship, conflict, et al) should not be compartmentalized and mapped to different regions of the server, and this is especially true in high-stakes areas of the module. I would hope that the Abyssal Citadel doesn't become a location of Relational RP and domestic expectation. Who gets to decide this?

3. It's nice to be able to pick what flavor you're in the mood for. Why not both? The doors just don't afford anyone else the same luxury, and it's a multiplayer game.

4. Change happens all the time on Arelith. No offense intended, but I've seen that tune chimed in varying capacity at every update. I'm not talking about removing all quarters, but just one door. I am starting to see why conflict doesn't jive with your expectations of the game, though.

5. It can be a great deal of fun for those involved, but just understand that when you close that door, you're shutting everyone else out. Not just the people who don't have a tower key, but also those with a tower key if you're doing it inside a quarter inside a guildhall. I don't need to ask why you prefer being behind locked doors: You want to be in control of the RP as it unfolds, and cut out any distractions or interruptions. You want to select who you RP with, with some understanding of what the other character will and will not do. Roleplay by its very nature is collaborative story-telling. It is filled with distractions and interruptions, and that is a good thing.

6. Funny story: The first time I was ever exposed to Warden RP was a very long time ago. I don't know if it was the first time wardens came into being or simply a reincarnation of what existed before. Valden Stormbright, an LE cleric, got control of the Arcane Tower. I was one of the first few Valden had appointed at the time. I don't think that Valden had rose as an archmage or anything like that, I think the guildhall just timed out and it changed hands by some opportunistic move. Still, it turned out to be a good move, because that trend continued on since that point on.

7. What is the tone and feel of the tower? What is the tone of RP that happens?

Name me a notable work of fiction that doesn't have any form of conflict resolution.

One ring to rule them all? Gandalf, this shire door is DC 127. Ain't no way Sauron is getting inside, calm down lol.
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