Post:Necromancer Policy & System Changes (Please Read) - 05/07/2019 - 16:02: Difference between revisions
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First, there is a difference between IC and OOC play, which I am sure I do not need to lecture about. We are adults, we are capable of separating ourselves from our characters, and our characters cannot be simple repeaters for our own biases and opinions. It is entirely appropriate and reasonable for a character to hate Necromancers. It is not appropriate for a player to harbor the same feelings about another player due to their guild selection. |
First, there is a difference between IC and OOC play, which I am sure I do not need to lecture about. We are adults, we are capable of separating ourselves from our characters, and our characters cannot be simple repeaters for our own biases and opinions. It is entirely appropriate and reasonable for a character to hate Necromancers. It is not appropriate for a player to harbor the same feelings about another player due to their guild selection. |
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Second, while this is a dramatic change in the player conduct arena, in IC terms there has been... not as much movement as you might initially think. Social Outrage is still a thing, Necromancers need to avoid civilization to avoid getting Hounded; as a game mechanic Necromancers are still pariahs. It's totally okay for a character to have negative feelings about Necromancers as long as you, the player, recognize it's still a game that everyone is here to enjoy. |
Second, while this is a dramatic change in the player conduct arena, in IC terms there has been... not as much movement as you might initially think. Social Outrage is still a thing, Necromancers need to avoid civilization to avoid getting [[Hounds of Rutilor|Hounded]]; as a game mechanic Necromancers are still pariahs. It's totally okay for a character to have negative feelings about Necromancers as long as you, the player, recognize it's still a game that everyone is here to enjoy. |
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On the flip side, we just finished an event where Necromancers and everyone else worked together to murderize a major evil in the setting. It is also entirely reasonable for characters to pick up a more nuanced view of the Philosophers vs. the Perverse, if you wish it to happen. |
On the flip side, we just finished [[Post:The_Death_of_Maelshyve_-_05/29/2019_-_09:26|an event where Necromancers and everyone else worked together to murderize a major evil in the setting]]. It is also entirely reasonable for characters to pick up a more nuanced view of the Philosophers vs. the Perverse, if you wish it to happen. |
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BUT NECROMANCERS SUCK TOO:<br/> |
BUT NECROMANCERS SUCK TOO:<br/> |
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Now, it's fair to ask, having said that, how that fits into the brave new necroworld. In effect, Perversity is now simply a dressed up version of choosing PvP Open, and no different in terms of policy or interaction than that. Perverse are required to abide by policy, including PvP policy, just as anyone else. There is still a conceptual opening for a mechanically beneficial Lichdom state in the future, which would require Perversion to maintain, but we're not there yet. |
Now, it's fair to ask, having said that, how that fits into the brave new necroworld. In effect, Perversity is now simply a dressed up version of choosing PvP Open, and no different in terms of policy or interaction than that. Perverse are required to abide by policy, including PvP policy, just as anyone else. There is still a conceptual opening for a mechanically beneficial Lichdom state in the future, which would require Perversion to maintain, but we're not there yet. |
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WHAT ABOUT OOOOOORBS:<br/> |
WHAT ABOUT {{ilink|i|tiny glass orb|OOOOOORBS}}:<br/> |
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We're working on that. Not part of this release but the mechanics behind the glass constructs are undergoing significant revision. More to follow. |
We're working on that. Not part of this release but the mechanics behind the [[glass construct|glass constructs]] are undergoing significant revision. [[Post:Update_to_Glass_Orbs_-_08/10/2019_-_23:04|More to follow]]. |
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THIS SUUUUUCKS:<br/> |
THIS SUUUUUCKS:<br/> |
Latest revision as of 16:29, 19 January 2020
Necromancer Policy & System Changes · on 05/07/2019 16:02 | 1644 |
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There have been some significant changes to the Necromancer Guild in the wake of the successful joint effort to destroy Maelshyve. This encompasses both policy and mechanical changes.
EXECUTIVE SUMMARY: --- The precise changes are: AUTOMATED CHARACTER UPDATES:
Please see the PROFILE section below for details on both. POLICY: ACCUSE: PROFILE: HOLY PLACES: --- WWWWWWHY: Well, okay, more than that. This release is a salvo in the middle of multiple changes slowly happening to DragonRealms over recent history and into the near future. There are some things we've been aiming towards.
Necromancers stood in sharp contradiction to these goals as they were designed, both as a relic of an older vision of DragonRealms and in part as a social experiment that has ran its course. Simply, there is no room in the DragonRealms we wish to create for a "bully guild" or a "bullied guild," and Necromancers as players -- as flesh and blood people who are trying to derive enjoyment from the game just as you are -- deserve both the same respect and require the same commitment from them toward a healthy environment as anyone else. There are some lingering threads, however, that should specifically be touched on. RETCON! RETCON!: This does change the policy and implementation of the Necromancers to fit our vision of DragonRealms better, and insofar as that goes it is certainly a dramatic change, but the story continues forward. BUT MY CHARACTER HATES THEMS, I DOES: First, there is a difference between IC and OOC play, which I am sure I do not need to lecture about. We are adults, we are capable of separating ourselves from our characters, and our characters cannot be simple repeaters for our own biases and opinions. It is entirely appropriate and reasonable for a character to hate Necromancers. It is not appropriate for a player to harbor the same feelings about another player due to their guild selection. Second, while this is a dramatic change in the player conduct arena, in IC terms there has been... not as much movement as you might initially think. Social Outrage is still a thing, Necromancers need to avoid civilization to avoid getting Hounded; as a game mechanic Necromancers are still pariahs. It's totally okay for a character to have negative feelings about Necromancers as long as you, the player, recognize it's still a game that everyone is here to enjoy. On the flip side, we just finished an event where Necromancers and everyone else worked together to murderize a major evil in the setting. It is also entirely reasonable for characters to pick up a more nuanced view of the Philosophers vs. the Perverse, if you wish it to happen. BUT NECROMANCERS SUCK TOO: WHAT ABOUT THE PERVERSE: Now, it's fair to ask, having said that, how that fits into the brave new necroworld. In effect, Perversity is now simply a dressed up version of choosing PvP Open, and no different in terms of policy or interaction than that. Perverse are required to abide by policy, including PvP policy, just as anyone else. There is still a conceptual opening for a mechanically beneficial Lichdom state in the future, which would require Perversion to maintain, but we're not there yet. WHAT ABOUT OOOOOORBS: THIS SUUUUUCKS: -Armifer This message was originally posted in The Necromancers, Game Master and Official Announcements. To discuss the above, follow the link below. | |
This message was originally posted in The Necromancers/Game Master and Official Announcements, by DR-ARMIFER on the play.net forums. |