RePost: Castle Wars vs. City RP: The Two Approaches to Role-Play

Why Do You Play PW?

  • Mostly City RP

    选票: 23 41.8%
  • Mostly Castle Wars

    选票: 7 12.7%
  • About Evenly Both

    选票: 25 45.5%

  • 全部投票
    55

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Azrayel

Sergeant Knight at Arms
Considering this post was last posted in 182 days ago (according to the helpful feature this forum has for warning about Necros) I decided what with v4 and all these other changes and myself having less and less time to play and asking myself "why is this mod worth any of my time?" I began to really remember why I got into mapping in the first placed, why I first despised v4 and TestScene and all the ilk the changes attracted.

Perhaps reading this will help you understand.

Original Text:
Castle Wars:

Old Oceania. You get some men, take a castle, tax/whatever, and fight other factions with little to no reason. The reason you lack substantial reason is these maps attract people with no interest in a semi-peaceful RP experience. If it's been 15 minutes with a battle or skirmish of some kind these people generally defect or declare war preemptively.

Some people won't play it that way, but the majority of people attracted to these maps tend to stay within the bounds of this categorization: see, Oceania as the map almost everyone banned from RCC loves.

Good for people who are looking for faction-based combat, or native where you can assess a definitive advantage before attacking. They don't have to be bad RPers, they'd just rather RP a medieval knight/king riding into battle from time to time.

City RP:

Kind of slower, can get dull if no one wants to make some commotion, but it gives the masses a place to congregate and allows from more effective TW & Brigand "Cops and Robbers" RP, whereas bandits out in the fields are best coped with by armed knights or other forms of Warbands.

This is liked by people who want to Play a Role, which is to say, actually mother****ing Role Play. You've got a place to go and interact so everyone's not strewn across the map shooting at anyone not in their TS-channel or wearing their colors. The down-side to this is that if there's only one center of power (with, say, the best armory) things can be one-sided and the RP can get too caught up in control over the flow of people into said focal point.

Good for people who don't want to just join a faction and have a war, but would prefer some more human interaction and talking.


Things like bandit cave hide-outs fall somewhere in the middle of the two spectrums.


I would posit that any good map should supply both, enough "castle wars" elements/locales to keep everyone with a location they could claim without always being in the thick of it, while there is a big, appeasing-looking, place for people to gather (with adequate reasons supplied for people to gather there).


Anyway, I'd like to hear other people's opinions. It seems like TKoV pro people liked the former and RRC hardcores liked the later. I was thinking maybe if a map with both elements balanced well were introduced we'd get more people on the server because they'd have the element that appealed the most to them.

What do you think? Are the categories not split like this? Which will create a better environment not just for RPing but for just playing the game as well?

With things like HCRP and the progression map and the generally state, quantity and quality of the maps circulating in the community today it just seems like a pertinant discussion to have.

Old Thread



UPDATE: Splintert's 4th option of much interest for all.

Splintert 说:
Aldric 说:
Splintert 说:
No, it would just be a server with a victory condition.

Conquest = this.

No, no no, you're forgetting that in conquest you start with ~1000 gold which is enough to buy equipment, and make money solely on kills.

If factions had a purpose, it would give them something to do. They could fight over castles. It would give the 'roleplayers' a world to play in, they could talk about the wars and go do things like espionage or court life or whatever. Instead of everything being made up on the spot with no persistency, it would have a setting, a plot, and a defined end. That end, however, comes only if everyone on the server agrees to it. If half the server wants a reset and the other half doesn't, they duke it out over the last castle until it falls or the attackers give up.

Purpose is what this mod needs. An end goal. How the players get to that goal, that is what makes this PW and not Conquest.
 
I do mostly "city rp" but I like both.

Bring back Oceania and I'd start up again with "castle wars."
 
I play it because of both. If it wasn't the RP I would leave the mod to play siege or something with ping 80. But if it wasn't the castle wars I would leave the mod due to boredom. I think everything is perfect the way it is, changing anything would be a great foolishness.
 
I get sick everyone I hear people differing in (castle) warfaring factions and peaceful, roleplaying town citizens
 
Both can exist, and the first step is the one side not outcasting the other, calling them randomers for every action they do.
 
I dislike the idea of there being "two types". Really, there is one: Roleplayers and non-roleplayers. If you play a role, and play it in a serious, half decent manner you are the former. This could be anything from a farmer, innkeeper or town citizen to a castle soldier, lord or otherwise.

There really isn't, or shouldn't, be a difference.
 
I was thinking, why not have a server based on this competitive stuff?

Make the victory condition at captured all castles (server setting) and then play as usual. Whoever captures all castles wins, obviously. I can see revolts and last-ditch efforts to prevent a server reset. It would add a purpose to the game, and give these so-called 'castle worz' people something productive to do while providing the 'city roleplay' people with a background and world to play in.
 
War and factions are just silly right now. Without any element of building up or any clout behind the factions, there's no reason to care about anything in the mod.
Roleplaying is all well and fun but when you know that as soon as you log off your faction will cease to exist, it kind of makes it all seem a bit pointless.

Why spend all this time and effort if it'll all be undone and ignored within hours?

Factions need clout.
They need power, something to make long standing factions actually hard to take over etc.
NPCs would be a brilliant addition to the mod, they would really make it better in a lot of ways but I understand they are hard to code etc.
Perhaps just making factions unable to change for at least 24/48 hours would be good?
Means at least some continuity.
 
Aldric 说:
Splintert 说:
No, it would just be a server with a victory condition.

Conquest = this.

No, no no, you're forgetting that in conquest you start with ~1000 gold which is enough to buy equipment, and make money solely on kills.

If factions had a purpose, it would give them something to do. They could fight over castles. It would give the 'roleplayers' a world to play in, they could talk about the wars and go do things like espionage or court life or whatever. Instead of everything being made up on the spot with no persistency, it would have a setting, a plot, and a defined end. That end, however, comes only if everyone on the server agrees to it. If half the server wants a reset and the other half doesn't, they duke it out over the last castle until it falls or the attackers give up.

Purpose is what this mod needs. An end goal. How the players get to that goal, that is what makes this PW and not Conquest.
 
Meyla 说:
War and factions are just silly right now. Without any element of building up or any clout behind the factions, there's no reason to care about anything in the mod.
Roleplaying is all well and fun but when you know that as soon as you log off your faction will cease to exist, it kind of makes it all seem a bit pointless.

Why spend all this time and effort if it'll all be undone and ignored within hours?

Factions need clout.
They need power, something to make long standing factions actually hard to take over etc.
NPCs would be a brilliant addition to the mod, they would really make it better in a lot of ways but I understand they are hard to code etc.
Perhaps just making factions unable to change for at least 24/48 hours would be good?
Means at least some continuity.

Agreed, but I believe Vornne is anti-NPC, if I'm not mistaken.
 
Splintert 说:
Aldric 说:
Splintert 说:
No, it would just be a server with a victory condition.

Conquest = this.

No, no no, you're forgetting that in conquest you start with ~1000 gold which is enough to buy equipment, and make money solely on kills.

If factions had a purpose, it would give them something to do. They could fight over castles. It would give the 'roleplayers' a world to play in, they could talk about the wars and go do things like espionage or court life or whatever. Instead of everything being made up on the spot with no persistency, it would have a setting, a plot, and a defined end. That end, however, comes only if everyone on the server agrees to it. If half the server wants a reset and the other half doesn't, they duke it out over the last castle until it falls or the attackers give up.

Purpose is what this mod needs. An end goal. How the players get to that goal, that is what makes this PW and not Conquest.

This.

It is how Vornne (seemingly) intended the mod to be played; as ye olde RPer I'm sort of turned off to the general notion, but the results Splintert is talking about sounds almost like what I'm shooting for with me Jagged Coast event(s).
 
Splintert 说:
Aldric 说:
Splintert 说:
No, it would just be a server with a victory condition.

Conquest = this.

No, no no, you're forgetting that in conquest you start with ~1000 gold which is enough to buy equipment, and make money solely on kills.

If factions had a purpose, it would give them something to do. They could fight over castles. It would give the 'roleplayers' a world to play in, they could talk about the wars and go do things like espionage or court life or whatever. Instead of everything being made up on the spot with no persistency, it would have a setting, a plot, and a defined end. That end, however, comes only if everyone on the server agrees to it. If half the server wants a reset and the other half doesn't, they duke it out over the last castle until it falls or the attackers give up.

Purpose is what this mod needs. An end goal. How the players get to that goal, that is what makes this PW and not Conquest.

i totally agree, with a true goal it would be much better, not endless grinding for stupid stuff.
 
Ser Orindell 说:
I dislike the idea of there being "two types". Really, there is one: Roleplayers and non-roleplayers. If you play a role, and play it in a serious, half decent manner you are the former. This could be anything from a farmer, innkeeper or town citizen to a castle soldier, lord or otherwise.

There really isn't, or shouldn't, be a difference.

This for the most part.
 
Der Einzige 说:
Ser Orindell 说:
I dislike the idea of there being "two types". Really, there is one: Roleplayers and non-roleplayers. If you play a role, and play it in a serious, half decent manner you are the former. This could be anything from a farmer, innkeeper or town citizen to a castle soldier, lord or otherwise.

There really isn't, or shouldn't, be a difference.

This for the most part.


I dis-concur; there are those who play the part of soldiers and knights and lords whom rarely interact with the tavern-going simpleton/more passive RPers save via taxation and killing. That's well and good, but to me it seems to indicate more of a spectrum or series of spectra than a binary "RPs, doesn't RP"- a 1 or a 0.
 
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