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Your View: Protagonist Proposition

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Alan

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OH, and whatever the antag is, don't make it invincible. I got so sick of only golden lance, acsended and clerical magic being able to do **** to a harbinger. Whatever your antag is, make it defeatable by the common joe with a stick please. Don't have to make it weak. Make it defeatable by people who aren't in elitist RP cliques of special powers.

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OH, and whatever the antag is, don't make it invincible. I got so sick of only golden lance, acsended and clerical magic being able to do **** to a harbinger. Whatever your antag is, make it defeatable by the common joe with a stick please. Don't have to make it weak. Make it defeatable by people who aren't in elitist RP cliques of special powers.

I ninja'd my way up on some Harbingers a few times and slaughtered them as well as killed a prophet in pvp and an rp fight. Was tons of fun taking them out as a normal player with no form of plugin to help me out.

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Let players make their own protagonist group. Just throwing in a pre-scripted protagonist group doesn't make it very fun for RP.

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It's really just a bad position to be in, for the server.

 

Look at the scourge. Very few people actually cared about fighting the scourge, except as a chance to fight somebody. In the end, the antag felt less like a real threat and more like a small child screaming for attention. We had a few small anti-antag guilds (Namely Scions and Disciples), but neither ever were very large.

 

At times, I felt like the Lance was made not as people to rally to, but people to simply try and make players care. I'm including myself when I say that, for a lot of players, antag fights ranged from chores to get rid of corruption, interruptions to rp, or at best a mildly entertaining pvp battle.

 

How to fix this? The problem is how we did the antag. The North, in my eyes, was a great idea. The untamed wilderness to explore. The actual antag players? Not as much. Instead of an op-as-hell attack every day or so, it should have been a 'dangerous but constant' setup. Increase mob spawns in areas (not like the horrid wither spawn plugin, but vanilla spawning, just at a higher rate in areas mobs already spawn in.), until the players can find the local source and stop it. If players were provided with incentive to fight the antag, rather than a hamfisted "you have to". things would work better.

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How about no antag or protag? Players come here to play, not to watch two staff teams and their assorted butt-buddies duke it out.

If you played in Asulon, you know that's a terrible idea. This was one of the very causes of the OOC hostility between groups of players.

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I don't think it's a bad idea. Personally my character wouldn't really join a protagonist group just to fight an antagonist. I spent a good amount of time fighting some Harbinger's on my own, and not doing too bad. If the antagonist is something that can be defeated without some crazy Op stuff, then I feel like the need for a protagonist isn't really there. Though putting a protagonist into play, allowing the common Joe Rp'er to either join up and have fun, or just stick to his/her/it's tavern and just hang out, is also really great because it's not forcing anyone to do anything. It can be successful if done right, if not, it'll just be bothersome. I can dig it though.

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I'm a bit of a new player, but having a player-run Protag or lack of one seems like a good idea. less of a black-and-white, and allows for Protag's to have some.. questionable means to get things done, leading to a more realistic view of protag/antag

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OH, and whatever the antag is, don't make it invincible. I got so sick of only golden lance, acsended and clerical magic being able to do **** to a harbinger. Whatever your antag is, make it defeatable by the common joe with a stick please. Don't have to make it weak. Make it defeatable by people who aren't in elitist RP cliques of special powers.

I clicked a harbinger until it turned red 3 times. I own three heads of the same harbinger. I know how you feel. I tried fighting them rply, didn't work, so I joined a massive pvp, and clicked them pixels.

I say, have a server protagonist, as well as including the player run ones in the action. For now, tired as Fook nighty 

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And let player groups create their own protagonist. You don't need some special snowflake group to save the world. Let people becomes the heroes (or villains) in the greater storyline. A pre-established protagonist group only leads to a more scripted storyline (where the staff can instruct a certain group one way or another). 

 

Best way to look at this: the protagonist is the player.

This.

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I believe that if you begin by introducing the Antagonist by destroying a small village or appearing before the players in a very threatening and "in your face way," that would encourage the character not the players to unite under one banner for the same common goal. Of course you should still allow those who wish too seek it to aid the antagonists as well. In summary i think that the key to a good balance between overpowered antagonists and elitist protagonists is to reduce the amount of OOC influence while still keeping both groups joinable, this does not mean that  they should be easy to join, as long as there is a way to join them without having to contact anyone outside of IC interaction.

 

Just to further summarise my points:

  • Give the players a threat, and enough time to respond.
  • Allow players to join either side, but not without relative difficulty.
  • Joining a side must not require any OOC interaction.

I am certain that if these simple points are followed then there would be no need for a artificially created protagonist group because the initial warning or threat of sorts would force nations to stop quarreling and unite, and if the leaders of nations do not unite, then that should be part of the roleplay. For example, If a nation leader refused to agree to treaty and untie for a common goal then he would most likely displease his populous and cause possible riots, coos and protests. The introduction of a protagonist group denies players the option of this fun roleplay. Also remember that this is all my humble opinion and i did not mean to force it upon anyone that does not agree with it.

 

 

SincerelyCOOOKIE!

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I like the second idea the best! It seems that it has something for everyone.

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Protagonists are supposed to be good beings, why should the general population be protagonist when most kill, steal and do bad things?

Sure everyone should be part of something but a protagonist should be present.

#Don'tkillfantasy

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Protagonists are supposed to be good beings, why should the general population be protagonist when most kill, steal and do bad things?

Sure everyone should be part of something but a protagonist should be present.

#Don'tkillfantasy

 

 

The part of the great population that kills, steals and does bad things is know as antagonists, because, hurr durr, they antagonize the other part of the population that doesn't do anything bad, or does good things.

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The part of the great population that kills, steals and does bad things is know as antagonists, because, hurr durr, they antagonize the other part of the population that doesn't do anything bad, or does good things.

Which is why I don't see the reason it should be a public role. This means we rule out most humans, most elves, most dwarves and all orcs. What then, back to square one where a smaller group of individuals should get the task. People shouldn't complain about special snowflakes, if there is a player dedicated to a cause then there should be a reward at the end.

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