What happened to Shifted Lands?

Sep 29, 2008 10:25

Let me preface this by stating that I am posting all this because I care about the game I created. I am not bitching--I am trying to figure out how it can be saved from the direction it is headed. I have every right to be concerned about why I feel it is headed south (and I dont mean Florida). This is MY LJ and its about the game I created. If ( Read more... )

sl, larp, shifted lands, rant

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Comments 73

craven_mage September 29 2008, 16:15:39 UTC
I have been asked by a few different people if I would take SL back if given the chance. The answer is without a doubt, yes. But that option isnt on the table. So what I am trying to do is help get it back on track.

I tried to get back behind the scenes but all of my prep was completely hijacked, and my plot plans were ruined by noon saturday due to last minute changes from other plot marshals. I refuse to make all the effort of planning only to be walked all over. You cant have plot twists and intrigue if you throw the plan out and ruin the chances for it.

I took a roughly one year break from larping. In that time, many have asked me why MC was using so many insta-kills and why they havent seen much plot.

I came back to play again and found nothing had changed from when I left. Except that mod setup is back to awesomesauce because Tom is behind the scenes again.

Awesome mod setup is great. But that is only one peice of the solution.

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shawngabriel September 29 2008, 16:34:59 UTC
Agree: wyrm color is getting just stupid at this point. Give them a color. If plot is so conflicted over an individual wyrm that no decision can be reached just bite the bullet, give them a special mod or scenerio where the PC is forced to make choices that will help Plot make their decision ( ... )

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craven_mage September 29 2008, 17:05:29 UTC
Regarding Hekastones:

I dont mean abuse as in anyone cheating or even bending rules at all. No no. Just that right now Hekastones can be used for more magic out than what is put in. And that is against the planar foundation rule "something must give".

I cant say much more about *why* it should work that way according to the world, but I can say that it is also a gross imbalance in the game. It allows me to cast a rank 5 spell in for 1 sorcery, and give it to someone else who can use it as 5 points.

Somewhere, magic itself was created. And that is a very bad thing (not to mention an imbalance).

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rash2k September 29 2008, 17:51:10 UTC
I'll comment on the rest later I'm sure, but for now, I guess the question is, if this is the second time Hekastones are up for/have been nerfing, what was the original intention behind them?

It just seems that argument doesn't seem to take into account:

The scroll, components and one to two hundred wizardry
The large diamond (that has to not be fully cut when enchanted)
The artificer or production
The upkeep of keeping it Awake
Having to focus on it to keep it safe from being broken or acid-ed
And probably what seems to be most overlooked to me - The upkeep on fetishes, the Concentration, Reduced casting, and/or Con ring necessary to get a rank 5 to 7 spell down far enough to "exploit" the hekastone's ability.

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craven_mage September 29 2008, 17:59:24 UTC
All of the costs are only balanced if there is no potential for free magic.

The point was for them to be a place where one can store magic for others to use, or for yourself to use without having to say an incant (faster casting) or to store your magic while you cast a celestial blessing and then had twice as much to use in a big fight...etc.

Just this past weekend alone I witnessed the "creation" of hundreds of points of magic. What you put in, should be what you can get out--even if you are a different person.

There is no issue with knowing *how* to fix it. The majority (if not all) marshals agreed on how to fix it. It is ready for final aproval/action. It sits there rotting on the marshal boards with the other items that need action.

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LJ has a character limit on Comments... bryna_pixie September 30 2008, 15:57:06 UTC
#1
-I agree. I understand having a new wyrm be "clear" for a few months while Plot figures out what color to make them, especially those characters we see very rarely for one reason or another. That makes perfect sense, up to a point. However, there is at least 1 PC who has been a wyrm for over a year, is at nearly every event in MI and IN, and still doesn't have a color...? That's getting a little ridiculous now.

-I agree here too, we have PCs with new skills that are still not in the rulebook... not even in the database for them to look up on their online character viewer! While I understand that these things are supposed to be rare, Shawn made an excellent point that we know more about Ascetics and Filchards than the new skills. "Tracking," "Mentor," and "Prestige Classes" need to hurry up and be brought out. If the rules aren't completed yet, PCs shouldn't be learning them yet!

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Re: LJ has a character limit on Comments... bryna_pixie September 30 2008, 15:57:33 UTC
#2 ( ... )

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Re: LJ has a character limit on Comments... bryna_pixie September 30 2008, 15:57:53 UTC
#3 ( ... )

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Re: LJ has a character limit on Comments... craven_mage September 30 2008, 17:36:25 UTC
Regarding character histories:

Some plot marshals are a bit nervous about using character histories in plot hooks. Why? Because I personally have done more than 10 now and nearly all of them were loved by those involved, and the rest of the players actually claimed that the plot line sucked because it was centered on one person.

Character history hooks are percieved as tailored plot and "favors" to those who wrote them by some players. So, many plot folks avoid them.

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craven_mage September 30 2008, 17:43:40 UTC
Regarding "Its ok to die"

I agree completely. But...and its a big ole but...

If plot doesnt present PLOT and get you hooked into the world, then it is just MC kicking your ass. I can get a more adrenaline filed ass kicking at the SCA. I come to a larp to fight *and* RP. To learn of the world and its tangled web of plotlines.

If you "beleive" that what you are doing is "right" for your persona you wont mind falling down, dying, dusting, even being obliterated.

But if MC just randomly grabs 6 NPCs and gives them all 20 vorps, 10 dodges, 10 resists and 10 phases and tells them to go slap town then nothing matters anymore.

You have to engage the players in the plot and story.

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bryna_pixie September 30 2008, 17:49:37 UTC
Absolutely!

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msjessicarabbit September 30 2008, 19:44:59 UTC
I watch Tom go to SL every month, pumped up to make the event awesome. He tells me when he gets home about all the awesome mods he set up, and all the cool new tricks they tried to get the PCs excited. Tells me about new creatures, sending in the prestige class stuff, the new ways they try to drive the game to be as fun as it was 4 years ago ( ... )

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zgetupkids September 30 2008, 21:08:26 UTC
I would like to say that the "Go Home" Plot is in NO WAY being ignored. You obviously have no idea how hard it is to get this plot done. We have a bunch of crazy shit we ahve to do to make it happen. We have been ACTIVELY seeking ways to find pieces and do things to get home. I think that plot has certain expectations of us and they are skewed. This is not an easy plot. Its very difficult. Thats just the truth.

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craven_mage October 1 2008, 00:46:04 UTC
I agree here as well. When you mention this plot in game you can feel the joy get sucke dout of the room. It is a cool plot idea, but I think it just needs some help to make it more fun for the PCs thats all. Right now, it just feels like a daunting task and will take years to complete--not because people dont want it done, but because it is tough and plot isnt helping the PCs enjoy it!

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