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Town Control

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Dr. Parchir:
i see that Lexx and Nice_Boat is going on really huge offtopic . . . cant you argue on PM? its Suggestions...



about Town Control its true that big gangs (with very experienced players) will always lead city. Why? i think that its all about how easy is to get good stuff on low level (crafting , vs encounters , bank interest). Make items harder to obtain so maybe then gangs wont use best stuff at town control.

Lexx:

--- Quote ---You seem to be lacking interesting ideas as far as creating or modifying narrative is concerned.
--- End quote ---

I asked *you* to give examples. Cool that you rotate it into this direction.


--- Quote ---How about buying a daughter of an NCR diplomat captured by raiders in order to later use her to blackmail him to gain leverage on the NCR Rangers GM-led faction?
--- End quote ---

What happens if players kill her 5 minutes after the event started? You stop everything? Either way, it sounds like it would end soon after into a shootout once again.


--- Quote ---So you want me to write event scenarios? Because that's what you end up asking me for if I am to get any more specific.
--- End quote ---

Exactly. I want to see your perfect ideas that will not end in a mess.


--- Quote ---you want me to select the candidates and make faction rewards lists?
--- End quote ---

No, I wanted you to explain the "system of rewards" because right now it's just that: Fancy words.


--- Quote ---and doing that would be pointless if you disagreed with the very idea of having GM-led player based representations of NPC factions in the first place.
--- End quote ---

Surprise, surprise: I never said nor wrote anything like that. In fact, I only wrote this:


--- Quote from: Lexx on February 06, 2011, 05:39:24 PM ---GM controlled factions are planned since the very first day. So far it has not been possible due to the lack of various other prerequisites.
--- End quote ---

I didn't even wrote what these prerequisites are. Though it didn't stopped you to shot it down with this:


--- Quote ---GM controlled/supported factions is a concept, not a game mechanic.
--- End quote ---

Never did I wrote anywhere that I dislike or am against Faction Masters (yes, FMs and not GMs, as it's written in my about 2 years old text file) who take control over various parts of a faction in combination with players to play through various scenarios.

Nice_Boat:

--- Quote from: Lexx on February 06, 2011, 10:44:06 PM ---What happens if players kill her 5 minutes after the event started? You stop everything? Either way, it sounds like it would end soon after into a shootout once again.

--- End quote ---

Why would they kill her if they could exchange her for a load of caps or having a meaningful faction do what they want? There are numerous ways of staging it so that a shootout wouldn't be probable (ie. advantageous to anyone involved). And even if they killed her, there would be consequences like having the NCR Ranger faction hell-bent on killing them, the NCR event characters refusing to deal with them et cetera. The point is that such events shouldn't be like single adventures in pen and paper RPG terms but more like a persistent campaign that lasts until the wipe with every action players undertake having serious long term consequences as far as politics are concerned.


--- Quote from: Lexx on February 06, 2011, 10:44:06 PM ---Exactly. I want to see your perfect ideas that will not end in a mess.

--- End quote ---

So you've seen a few, the point is avoiding a mess is doable if you give people something worthy of their trouble and requiring peaceful action instead of going in guns blazing.


--- Quote from: Lexx on February 06, 2011, 10:44:06 PM ---No, I wanted you to explain the "system of rewards" because right now it's just that: Fancy words.

--- End quote ---

FMs (I like this term so I'm going to use it from now on) would give out 8 tier 4 items fitting their faction (PA, APA, Pulse guns, Gauss Rifles/pistols, Vindicators) with a limited supply of ammo every month. They'd distribute it among faction members. If a faction becomes too wealthy, they receive no further supplies (easy since it's not scripted but based on item spawning). To keep wasteland from overflowing with tier 4 items they should have severe repair restrictions (ie. repairable only at faction NPCs or having a limit of one or two repairs before becoming broken beyond repair).


--- Quote from: Lexx on February 06, 2011, 10:44:06 PM ---Never did I wrote anywhere that I dislike or am against Faction Masters (yes, FMs and not GMs, as it's written in my about 2 years old text file) who take control over various parts of a faction in combination with players to play through various scenarios.

--- End quote ---

So what's standing between you and bringing new faction names and FMs in right now? All you really need is designating correct people to lead them, giving them some time to organize and setting up their bases (as I've said, as faction terminals at places like Navarro or the NCR would require some work normal faction bases would make bearable replacements with some bullshit background story about going undercover or something like that). It'd actually help a great deal in balancing it out if we had a trial run at the end of a session, especially since people seem to be a bit bored and there's probably going to be no major TC fighting until the wipe.

skejwen:

--- Quote from: Nice_Boat on February 06, 2011, 11:32:09 PM ---Why would they kill her if they could exchange her for a load of caps or having a meaningful faction do what they want? There are numerous ways of staging it so that a shootout wouldn't be probable (ie. advantageous to anyone involved). And even if they killed her, there would be consequences like having the NCR Ranger faction hell-bent on killing them, the NCR event characters refusing to deal with them et cetera. The point is that such events shouldn't be like single adventures in pen and paper RPG terms but more like a persistent campaign that lasts until the wipe with every action players undertake having serious long term consequences as far as politics are concerned.
--- End quote ---

For tah lulz! Or just to grief... maybe for science - lets chceck if her skin can resist explosion blast! Oh well... Just for lulz! xaxaxa
Consequences? Well... should I make new alt? Oh well... I dont like age... or maybe sex of current one(s)...

Nice_Boat:

--- Quote from: skejwen on February 07, 2011, 01:05:59 AM ---For tah lulz! Or just to grief... maybe for science - lets chceck if her skin can resist explosion blast! Oh well... Just for lulz! xaxaxa
Consequences? Well... should I make new alt? Oh well... I dont like age... or maybe sex of current one(s)...

--- End quote ---

Does making a new alt affect how your faction is perceived by other player factions? Don't think so. Then maybe it's preventing other players from recognizing who you are? Most of the time - nope, and keeping a low profile is a royal pain in the ass since it strips you out of your player-to-player reputation. And well, if you want to make life on this server miserable for you and your group - by all means, be allowed to do so. You can try creating an alt identity complete with a different IRC and forum profile later if that comes around and bites you in the ass... but I wouldn't expect people to actually try that. The point is alting works for bypassing mechanical consequences, it doesn't work for bypassing your standing with other players (in this case, FMs and GMs acting as various independent characters). In our example, killing the diplomat's daughter would work more or less like cheating in a trade transaction with another player - yeah, you get all the kicks and giggles for screwing someone over, but nobody is going to do business with you in the future and you will receive nearly universal contempt. Need a rationale for treating every alt like the character that made the crime for the narrative purposes? Call it a vendetta and treat them as a family. That's more or less how it works with the gangs anyway.

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