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Ct Tavern maybe?


Wyrvun

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i think most of the people supporting this havent been around for the past times where the temple acted as an RP hub, its kinda bad because:

  1. any conflict rp that might arise is essentially quashed before it can even start because of monk voodoo which also brings up weirdness in the redlines of how all that works, people will try to test or bend it in weird ways like in the past (monk zombie pets, bad guys hiding in the temple, etc.)
  2. with the temple becoming an rp hub, it really can take away from other pre-existing settlements and with how many there are (especially those that are empty) adding any other hub just detracts from them further
  3. keeping new players close to spawn really kills any motivation for them to explore the actual world (asulon/2.0 temple) when the temple/monks should be used as a tool to teach and lead them into existing settlements/groups

all the people with better worded, dissenting replies are right!!!

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2 hours ago, Nug said:

i think most of the people supporting this havent been around for the past times where the temple acted as an RP hub, its kinda bad because:

  1. any conflict rp that might arise is essentially quashed before it can even start because of monk voodoo which also brings up weirdness in the redlines of how all that works, people will try to test or bend it in weird ways like in the past (monk zombie pets, bad guys hiding in the temple, etc.)
  2. with the temple becoming an rp hub, it really can take away from other pre-existing settlements and with how many there are (especially those that are empty) adding any other hub just detracts from them further
  3. keeping new players close to spawn really kills any motivation for them to explore the actual world (asulon/2.0 temple) when the temple/monks should be used as a tool to teach and lead them into existing settlements/groups

all the people with better worded, dissenting replies are right!!!

  1. I love you Nug.
  2. Maybe just outside the temple with a rule of no killing but knockout fights could be a fun idea to play with???
  3. i mean yeah, that’s a good point. People should explore more. I would prefer a neutral city in a central location without protection (Similar to Kingston in 3.0, but, like maybe more neutral) 
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I feel like having a neutral tavern could be quite fun, I remember a lot of my early RP in Vailor when I first joined happened in the tavern outside Aethermoor

Although, as stated by others, having no possible aggression in that neutral space mightn’t be the best of ideas.

If someone could manage that without it being in CT, I’d be all for it, but tavern brawls are an integral part of tavern RP that just can’t happen under monk mojo

+0.5

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one word, wait no two words, wait THREE words!. okay okay. FOUR WORDS. PLEASE DON’T DO THIS

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Big -1 from me, already taverns are a bit empty a lot of the time, and detracting from them for a half-way version that doesn’t really foster RP doesn’t seem like a good idea to me. Getting new players immersed in a settlement seems by far to be the best way to get them integrated, even if it can be a little trial-by-fire-y. The CT really shouldn’t be a hub for rp, as it will always be artificial and not really present to the outside world.

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Cloud Temple RP provides little to nothing towards the overarching storyline of the server and is largely detrimental as it hinders most forms of character progression. New players have enough protection in that they can have monks escort them to the settlements they want to go to. There is absolutely no need to further give newer players an unrealisitic intrepretation of what this server is like.

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-1

At face value a good idea but in practice has almost always gone south. As is CT is already used as a “safe zone” for diplomatic roleplay which really limits the story that can arise on the server which honestly should be banned as its an OOC means of forcing trust. While I do look back to my time as a monk in 3.0 fondly it has to be admitted that it causes more issues then it is worth. Taverns protected OOCly often prosper not based on merit but entirely on location. CT hubs degrade into becoming a place for spooks and criminals to be OOCly safe from any consequences or ramifications and no amount of red lines or additional exceptions written into the rules have ever put a stop to that. It is an area that causes a great amount of frustration for groups for are attacked but then are not able to respond in kind when the assailants hide in these protected zones.

A better solution would be for nations who are more inclined towards Tavern esq roleplay to put more work into maintaining and promoting the taverns they control. Outside of that you could also gathered those here and work towards building an independent tavern potentially if you want to avoid nations, just requires a level of collaboration and cooperations that will honestly bring about a much better result then anything a CT tavern has ever done.

 
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At first I thought this was a good idea, then I remembered all the people my persona wanted to kill, being carefree in the CT where he couldn’t punish them. I already think CT should be less completely immune, and maybe have an alternative where people can’t hide from everyone in the server who hates them. 

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If memory serves me right, the only thing that’s ever made RP happen on a somewhat regular basis that could be beneficial to new players at CT is the emergent interactions that take place there as a result of the temple being located in a crossroads of sorts between two or more settlements. This is perhaps the best and only way to have CT be an RP hub of a sort: for passing, casual interactions and/or small-talk. To give new arrivals a few directions or pointers IC and OOC before moving on.

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Been trying to get this done for years now. I think it’s a really good thing for new people who joined the server as well as players just roaming around, trying to find some rp. The tavern would just need several dedicated people to keep the rp going. 

 

Fully support this +1

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