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One problem with an antagonist now


mmat

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1 minute ago, Lark said:

If LotCers treated each other as fellow roleplayers at the table and not as people to dominate and win against, the server would be way more fun jus' sayin. 

Allow me to draw as much attention to this as I possibly can.

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26 minutes ago, zaezae said:

These problems actually extend from nation rp being so weak tbh.

 

I can find a way to also blame this on Nexus, but I'll refrain this time.

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Just now, iMattyz said:

 

I can find a way to also blame this on Nexus, but I'll refrain this time.

0
 

No, please do. I see nothing wrong with pointing out the flaws of the system. They make pvp unfun for many, raids blown to ****, etc. etc. 

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8 hours ago, joey calabreeni said:

i dont like a forced antagonist, part of what made westerlands so fun for me personally was the fact that we made something our own antagonist. cliche undead storyline was made fun because of just the circumstances surrounding it and why it was an antagonist: a fractured empire led to supply lines being cut to the west, and we were faced with a mounting and endless foe as other wars only added to its troop.

 

making little head cannon stories like that and rolling with them are a lot more fun than a bunch of shitty staff polls asking what antag we're going to get which is ultimately going to be a big disappointment 

 

In my opinion, a large reason that the Westerlands eventlines was enjoyable and engaging is because there was actual consequence, one day you might lose an outpost or even the small settlement right outside your stronghold, forcing you to rally and fight back.

 

Granted, this all happened because a nation leader decided to let RP unfold instead of these Region Owner permission barriers.

 

Two ETs and a singular GM pulled off this massive undertaking, not an entire team or staff as a whole.

 

I tip my hat off to you for allowing a proper story to unfold, unhindered.

 

 

We need more RP driven stories, not a disappointing Antag.

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Regarding these arguments about organic antagonist-esque rp > failed antagonist. That is very much true. A failed antagonist, like what the server keeps making itself, is something that organic evil and dark roleplay does function better than BUT that does not mean we must adopt a defeatist attitude and accept that every antagonist LotC creates now is going to fail. Rather, on the contrary we should be seeking to sit down, look at our previous antagonists and identifying both their faults but also their successes. Via doing this we can then build a picture as to what kind of antagonist we actually need on the server and how we can introduce it in a way that doesn't result in the roleplay and atmosphere around it stagnating and dwindling away.

 

Antagonists are something that are entirely necessary. They act as a tool for uniting the playerbase against a common enemy, enabling much better world-inclusive roleplay events as opposed to localised nation or race specific ones. Moreover however, they function as a solution to the current issue of player dispersion when introduced in the correct way. If you have an antagonist that does function as a fear-creator, that people do look out for in the wilderness and fear attacks from and one that a player can't singlehandedly defeat themselves (as it should be) then you'll find much fewer people taking the risks of roaming in far-flung places and many more will be found enjoying the safety and security of the central map zone.

 

This isn't just beneficial for current players to find roleplay, it also provides us with a very clear server storyline to communicate to new players so that they immediately understand the importance of remaining near others and also the importance of cooperating with the server on the wider scale rather than restricting themselves to a non-inclusive clique. Antagonists, when introduced well, offer a solution to perhaps one of LotC's most serious problems and that's exactly why one needs to exist and that players or local solutions do not work well for the community as a whole. It may well be true that having localised antagonist events for each nation does provide good roleplay for that nation, but it fails to offer it for the community on the macrolevel and it fails to provide the benefits an actual antagonist can bring.

 

There's nothing wrong with small-scale events within nations that aren't revolving around the server-wide antagonist: staff or player guided organic storylines are something we should never frown on or dismiss so easily, but they must not be viewed as a substitute for a functioning antagonist that can act not only as a good source of roleplay but that also act as a solution to one of LotC's most serious and pressing issues.

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I believe due to time elapsed that this feedback has expired the appropriate date for us to respond. The antagonist has since been removed.

 

This thread will close in 24 hours unless otherwise contested.

 

Telanir @ LotC Administration

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Moved to The Great Library. It shall be sorted into the appropriate category shortly.

 

If you feel this is a mistake, please contact myself or any FM and we'll restore it. 

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