Event Team
The ET has been around for a long time. I think its time we remove it. The entire purpose of an event team on an RP server seems contradictory to me. We joined an RP server to RP and make our own fun, breaking away from story bound games. The idea of having an entire team dedicated to making events for us reminds me of an MMORPG where you wait around for an event instead of an RP server. As a whole the idea of that being a team has hurt the server instead of helping it. Don’t get me wrong, the team members do their job and are great but its the team itself that hurts it.
I am advocating for the removal of the ET. First off it stops abuse that can (and I’m sure probably does) happen. Members of the team can’t use vanish or fly around as bats to see what’s going on anymore. They can’t bring materials from creative to survival and they can’t spawn in mobs. Having an event team encourages people to become lazy about RP as a result the RP quality begins to decline which is what we have witnessed. Players don’t go out and create RP anymore, they passively sit and wait for someone to make it for them. If they want an event they PM an ET member, they don’t take the initiative.
There are many staff run groups out there such as the Harbringers and the Golden Lances. Having an event team makes it so regular players no longer get to take up leading roles in those groups. Now the staff leader goes to the ET and gets help. Both the aforementioned groups are examples of this. A VAST majority of the members are ET. Removing the ET allows the players to begin feeling like they affect the world again.
We need to go back to our roots. Make RP ourselves, we don’t need a team to do it for us.
Random Bit
To me LotC isn’t becoming something you log into everyday anymore. There is no longer that feel that something big could happen today. Now people only log on when an event is posted on the forums: feast, wedding, war, antag. That should change, no idea on how we can go about it though.
Antags
A brief history of antags:
Aegis: Undead - successful
Asulon: None - debatable
Anthos (aka Asulon v2): An antagonist that is inconsequential
I have been around for every version of antagonist and I definitely feel I know what works well and why. I’ll mainly debate Undead vs Harbringers. What made the undead successful is the fact that they were player led. Their events were dynamic until the end and sudden. People logged on every day because they knew there was a chance that Undead could attack. This was a huge factor in the success of Aegis.
1) Right now the Harbringers are micro managed by GMs and composed of a vast majority of ET members. For 4.0 I hope that this is changed and the antag is composed entirely of regular players who can do what they want. Of course they need to have a GM advisor to clear their major attacks with. These major attacks would be the ones that destroyed cities.
2) The Undead of Old had an amazing experience because not only were they players but their protagonist, the Ascended was composed of some players as well. There were too many GMs in it in my opinion which is why they weren’t as successful as the Undead but their entirely player run army, the FoA, was a smashing hit.
3) The magic spells the Undead had were so well thought out.
a) Mobs: This was perfect for the people who liked PvE events. They could sit back and do what they liked best.
b) Fireballs: A HUGE factor in their success also. When I hear about an antag attack right now I just go “Meh, an attack. Win or lose it doesn’t matter. Nothing is affected. Fireballs made it so attacks had that much more urgency. You knew that a loss meant buildings gone. You needed everyman and you helped other people out so that they would help you.
c) Lightning: Yet another factor. They provided a constant reminder that the Undead were there. It was amazing because it was a naturally occurring event. This meant when lightning hit people scattered. They hid to protect themselves. With the harbringers we don’t have anything like this. Some of my fondest memories are when I was in the Kal’Urugan guard and every time lightning hit the city went into lockdown. We didn’t know if it was Undead so we sent out scouts. This provided so much RP for the normally boring guard RP.
4) Their area. In Aegis there was a clear border between civilization and the Undead territory. You knew anything past that city could and would be blasted apart if the Undead deemed it necessary. This also provided a place for players who wanted to fight the Undead to head out to and RP with citizens of the town on their way. People who wanted to join them formed societies in the North. It was a dangerous place. We tried this in Anthos but to put it simply it was a dismal failure. It seemed to never be open and when it was it was only for events. It was a place made to look pretty and not be touched. In 4.0 lets have an Undead place, a place you know is evil.
This pretty much sums up my feedback on the above topics so let me know what you think!
-Leland22, “that GM post guy”