Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Jan 18, 2009 5:38 pm 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Redman wrote:
mundufisen wrote:
inyourglasshouse wrote:
mundufisen wrote:
I dont like this idea. :/


Of course you don't, it requires roleplaying.


Ah, yeah well thats something you are commited to... :/


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Status: Veteran(2) Race: Half-elf Class: Rogue o
o Kingdom: Uxmal Cabal: Independent


Quote:
You have played 115 hour(s) so far.


Yeah, I dont rp...Im all about pk.

*rolls his eyes*

If you did something in sk besides sticking your finger up your [REDACTED] and trying to get the best loot so you can rule the eskay you would know I rp.


If you play who I think I have tried to rp with you repeatedly and I still havn't even got your name.


Ive greeted almost everyone i've met?
If it is me, perhaps I never noticed you greet me and never knew I havent greeted you yet?
I rp with anyone and I usually sit in inns waiting for someone to come to rp with.
*shrugs*


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PostPosted: Sun Jan 18, 2009 6:14 pm 
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Joined: Sat Aug 09, 2008 5:29 am
Posts: 1037
mundufisen wrote:
I rp with anyone and I usually sit in inns waiting for someone to come to rp with.
*shrugs*


OMG AISE? :o





:lol: j/k


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PostPosted: Sun Jan 18, 2009 8:02 pm 
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Joined: Sun Jul 22, 2007 5:18 am
Posts: 1176
The above posts are a prime example of a failed thread.

Oh well :p


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PostPosted: Sun Jan 18, 2009 8:26 pm 
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Joined: Thu Dec 22, 2005 7:27 am
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Location: Hiding
Espically the first post. :o


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PostPosted: Sun Jan 18, 2009 8:31 pm 
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Joined: Fri Aug 01, 2008 5:52 am
Posts: 488
Location: In my head
SK Character: Phreya, Kouin, Nosephthyki
To bring this back on track a little, I have to say that I like the over all idea of codes and oaths but I am torn as to whether this really ought to be a hard coded thing.

On one hand, the choice to RP a certain concept is just that, a choice you should be able to change your character's concept based upon what happens to them during their life. An individual (please note I am not using a paladin as the example due to the fact that them neglecting their vows ought to be cursed regardless) can often start off being idealistic in one direction or another, but due to events in their life those ideas can change and morph into something else. Hard coding this would, while enhancing RP in some areas, damage it in others, especially the ability of a character to change.

On the other hand, maybe more people would try the hard road if there were a more guaranteed and regularly seen benefit.

It is hard to say, but I think perhaps the limiting of change/adaptation RP might be worse than fewer people RPing certain well defined but difficult concepts.


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PostPosted: Mon Jan 19, 2009 12:02 am 
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Joined: Tue Mar 18, 2008 3:22 pm
Posts: 1049
SK Character: Ain
There are things I like about this idea, and things I don't like. I'm an "older-generation" NetHack player, so this brings up memories of genociding certain monsters, and the special notes such as "You did not dip from any fountains" on your death screen. I like special notes.

I don't like getting bonuses from this. If there were some character backstory thing, as discussed in other threads, this is where I think it would go, and be fine - A code generated side note at the end of the blurb, that reads:

This character has never imbibed alcohol.
This character has genocided on goblins, orcs, dwarves, and deep-elves.


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PostPosted: Mon Jan 19, 2009 1:20 am 
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Joined: Fri Jul 21, 2006 9:04 am
Posts: 782
Location: Not in the south anymore. Woohoo.
Ain wrote:
I like special notes.


It would be so [REDACTED] neet to have several attribute lists when you age death similar to the ones in Nethack.


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PostPosted: Mon Jan 19, 2009 2:30 am 
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Joined: Wed Feb 18, 2004 9:52 pm
Posts: 831
Location: Western New York
I don't really care for this idea because I've been in groups where it was forbidden to run away from a fight, but it was not forbidden to flee to heal up or whatever as long as you returned to fight as soon as you were able. It was only considered breaking the vow if you fled and didn't return, but it was ok to make a tatical retreat as long as you didn't leave someone else to die and made an effort to return to the fight as soon as possible.


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PostPosted: Mon Jan 19, 2009 7:58 am 
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Joined: Tue Sep 14, 2004 1:02 am
Posts: 1585
Location: Over the hills and far away.
SK Character: Elriorith/Enfaustina/Nimolthar
As Elriorith leading Alshain's faith, which is one of the Churches that have the "never flee in the face of danger" type of oath I went about like this:

I would never punish anyone who retreated from overwhelming numbers, or gang squads.

When I discussed with the flock about retreat I always stated that I would never expect them to foolishly throw their lives away trying to stand vs 3 opponents, or an army attacking or so forth. Life is a blessing, as is Rebirth, and those blessings are not to be taken lightly. There is a difference between Courage, and stupidity. Dying when defending a city to give time to others to gather defenses, yes. I agree. Dying to 9 people attacking when none are about to help, or you have 0 chance to make a difference = stupid.

Perform a tactical retreat when you can prepare, gather a defense and actually have a fighting chance, opposed to dying.

Still, fleeing on 1v1 or when defending brethren of the light, or when from your own death others can be saved, was punishable by a blemish. As was recalling or fleeing and leaving others to die.

Having some advantage when going into a no retreat battle would sound nice. I like the general idea though it would need serious tweaking ;)


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PostPosted: Mon Jan 19, 2009 4:56 pm 
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Location: Sunnyvale, CA
I like this idea.


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