In my opinion, the most important activities in PC factions boil down to involving and sharing.
People join factions because they want to bond with other players and do stuff together. So if you can consistently involve them (no matter if in DM quests or just fun RP) and share your plots with them, that'd be enough. Heck, even if you don't have much of a great story arc but produce fun for people who play with you, you've already got a successful faction.
Latest posts made by Direfish
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RE: PC factions
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RE: Adventuring in Ancient Ruins
Perhaps even as simple as, what's missing from Arabel's ruins that you'ld like to encounter/discover/get killed by?
What's lacking I think is artefacts left by prior inhabitants. Ruins mostly look like a generic dungeon, I'd like them to be more interesting to explore, with more clues to their ancient past.
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RE: Foley's Axle
it doesn't always spawn on Mereppi.
Yes, but it either spawns on Mereppi or does not spawn at all. Bazaar metchants or other vendors (I personally know 20+ of them) never have it.
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RE: I F!@#ed up.
My only question is… who in their right mind sets "brought dead" bounty higher than "brought alive"?
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RE: Low player counts
Come to think of it, I guess you are right in a way.
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RE: DM Factions
How PCs perceive them is up to the PCs. That post was to indicate the aasimar and tieflings themselves don't need to ACT stereotyped.
I thought good tieflings or evil aasimar were forbidden. Wrong?
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RE: Low player counts
Sorry, but that's not true. Logged in IRC for a few minutes and immediately saw another quest train roll call. You saw it too.
That's just how some people do it lately. Do we need more of that? -
RE: Low player counts
On the other hand, even now you sometimes need to be on irc to find a questing group. People organize in the chat and go on a quest train often without even IG shout outs.
I personally would not further facilitate this practice. -
RE: DM Factions
I am not happy with the Citadel vs. Old Town stand off because it polarizes the server too much.
To bring up an example, when we used to have Sheriffs, Mage Guild and Red Harts, those were factions that were not particularly fond of each other but were forced to coexist and collaborate in the same framework. This led to a vast field of opportunities for intrigue and did not encourage all out pvp between factions.
Agents and Court members are pretty much pitted against each other. This atmosphere kind of greenlights pvp solutions for most encounters where characters' interests clash.
I like me a bit of tension between factions but not the black and white attitude when it comes to telling friends from foes and certainly not the predetermined pvp.To be more on topic, I'd like to see more factions who are not automatically mortal enemies to other factions. I also want to see faction goals to not clash all the time. Basically, I wish faction players had more freedom in their views on other factions and more opportunities for intrigue.
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RE: Neutral Alignment
@Swifty:
Basically..I feel like way too many people play neutral to the extremes and aren't quite grasping what neutral means. For example, many people think Neutral people are just as likely to do good, as they are evil.
However, I think that's wrong.
You lost me right there. A classic case of "you're doing it wrong" rant.
I honestly believe there can be characters with a special understanding of what balance is and bent on maintaining it, helping the cause of perceived evil when forces of good overcomes and vice versa or matching every vile action they have to make with a an equivalent act of kindness.
And even people who are neutral because their moral code is putting an overwhelming emphasis on only only one principle (LN justicars come to mind) are indeed as likely to commit acts perceived as good or evil by others, as long as they are relelntless in pursuing their main principle (supremacy of law if LN or sewing mischief in case they are CN).