Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Mon Jan 07, 2008 7:45 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
My story is the official history of the stones and is perfectly plausible considering the timeline of their appearance and evolution of their use. It's what any characters that you have in the game would have heard from their elders or read in the history books. Whether they could be moved or deactivated is an entirely different matter that would have to be determined through a roleplaying scenario.

These days we try to roleplay every new feature into the game. However, even now, not every new feature can be explained without retroactive continuity changes. When that's the case, that's what has to happen.


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PostPosted: Tue Jan 08, 2008 1:17 am 
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Mortal

Joined: Wed Mar 27, 2002 8:10 pm
Posts: 549
Location: In front of my computer.
Example of an overnight change:

Hey bob, go kill that pestilent drow.

OOC Bill, we cant use drow they took those out of the game

Hey bob, go kill that pestilent deep-elf.


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PostPosted: Tue Jan 08, 2008 6:35 am 
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Mortal

Joined: Sun Jul 22, 2007 5:18 am
Posts: 1176
I remember the first few days after that:

Quote:
The corpse of a deep-elfned dwarf is lying here.

A small female elf swims in from the west.
A small female elf is deep-elfning!


Fun.

On-topic:
The stones did not only become the place you recall to, some were also moved from their location to a far more convenient one, with no PC involvement. Not that I mind much, I just think that whenever you imms have the intention of making such 'drastic' changes on the world, it might be more fun if you could wait a few days and involve some PC's, or just create a small event where some npcs do the work and the pc's just watch.
What I don't like about changes like these is that they happen first, and the RP is usually discovered or created later.


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PostPosted: Tue Jan 08, 2008 6:44 am 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
Knowing some of the IC stories related to the stones creation and use and changes, I'd say that they are definitely supposed to be in Ayamao. :o I'd certainly say I'm not against the recall points being moved back inside cities. That wasn't really one of the things my character wanted to accomplish, but I think that it does remove the advantage of having tribunal recall. Just have everyone recall to the same spot again for each kingdom, in affect move recall into cities and remove tribunal recall.


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PostPosted: Tue Jan 08, 2008 7:44 am 
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Mortal

Joined: Sun Nov 30, 2003 9:36 pm
Posts: 1271
Location: Harrisburg, PA
Nah, just bring back cabal recall.


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PostPosted: Tue Jan 08, 2008 9:16 am 
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Mortal

Joined: Tue Dec 26, 2006 9:49 pm
Posts: 497
Location: Arkansas
SK Character: Aurenna, Ceinwyn, Ceridwen
Chemhound2007 wrote:
Cyra wrote:
stones to the wastelands would be hawt.


Or a White Castle.


HAH!


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PostPosted: Tue Jan 08, 2008 12:53 pm 
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Mortal

Joined: Wed Jun 08, 2005 4:55 pm
Posts: 1110
Location: Ithaca, NY
Achernar wrote:
I'd certainly say I'm not against the recall points being moved back inside cities.

plz


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PostPosted: Tue Jan 08, 2008 1:50 pm 
Achernar wrote:
Knowing some of the IC stories related to the stones creation and use and changes, I'd say that they are definitely supposed to be in Ayamao. :o I'd certainly say I'm not against the recall points being moved back inside cities. That wasn't really one of the things my character wanted to accomplish, but I think that it does remove the advantage of having tribunal recall. Just have everyone recall to the same spot again for each kingdom, in affect move recall into cities and remove tribunal recall.


Then change the helpfile. It's stupid to say that a place is little-known when there's a giant portal connecting it to every other major spot in the realms sitting right outside the gates.


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