02-04-2020, 01:45 AM
(This post was last modified: 02-04-2020, 02:12 AM by DreamWeaver.)
Davin Wrote:Ok..... I give up. I can't see any good reason why factions can't be empty (or nearly so). They just won't grow noticeably and won't accomplish very much (just NPC play). But I can't think of why that won't work from a technical point of view. If you're willing to play in very inactive factions, then why should I stop you.I like this idea a lot Davin!!!
So, fine -- we'll spin up all the possible factions and let your clans choose how they want to play.
I would like to introduce the concept of "organized" factions (ones that have a shared set of goals and seniors to help direct them) and "disorganized" factions (just independent groups doing whatever they feel like). Independents would be a disorganized faction (no seniors and no ranks) that players can play in and they can do whatever they feel like. In addition, groups like Bandits and similar "general" enemies would also be called disorganized factions with no leaders or goals (other than making trouble), but I'd like to (at least to try out in the beginning) make those all NPC factions if we could. These NPC factions would be used as enemies to all players (of at least one faction or another) and therefore someone is nearly always available to "fight".
Comments?
I feel then that the following should be listed as "organized" factions:
- Imperials
- Boda Family
- Getham Family
- Roder Family
- Merk Verk
- SOA
- Cymru
- Seeker
- Banner Religion
- Gift Religion
- Ring Religion
- Order of the Hand Knighthood Religion
- Blood & Fire Religion
- Serkeanar Religion
- The Cult of the Dark One Religion
The list of "disorganized" factions:
- Bandits
- Pirates
- Heretics
- Barbarians (SeaKings)
- Skelts (Celts/Pics)
- Guilds
- Brotherhood (Mob)
I feel this will give you many factions that will allow players to go into all directions, plus I would open up "all of Midgard" giving a large gaming area allowing for players to return to their own beloved stomping grounds(Map Areas). Now I understand that your going to reduce all cities to almost ruins with almost nothing in them, with almost no city defences. Also most cities will be Independent , with a scattering being declared for some faction with a smattering of a cpuple factional offices and temples across the continent even in some of these Independent cities.
Next don't allow factional regiments to exist in the beginning, and also make players earn any hand outs by doing tasks and roleplaying in character for their factions that they exist in. Also my advice it to make "every startup clan' start as a Independent clan, and make them declare for whatever faction they want. Make them role play it out, find a factional office or temple and talk to someone at that faction building to be excepted within that specific faction. Once again make players roleplay being excepted into a faction that they might want to join. Also have the players define what they might be interested on startup so you can put them near to either a declared city or some factional offices/temples that they can interact with and etc. Yes this will need some travel and special action use, but it will be clearer what the players want to do.
Now the whole issue of startup skills needs to be addressed in game start so players know what they can do. Sorry Davin but startup skills will help to define a clan and its future in the game and in any faction. You must allow players to be able to define these (10) skill/level points and then just build the code later on that uses or manages them. This is a important element and needs to be defined for players, as it is something everyone remembered and always worked with. Not having it is a huge hole, to not at least fill the void with the stop gap of the past. It would be easy to build something to use them.
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