Achernar wrote:
This might be the place to discuss something that might be a directional change for tribunals. What if tribunals were not aura based organizations? That is to say that it would be allowed to let the tribunals be more gray organizations. I think in the past the goal was to keep the tribunals in a certain pattern. If tribunals allowed more realistic servants of the law, I believe that it would be more interesting. As it is, tribunals somehow predicate their existence on taking a side in the aura conflict that exists in the game. I believe this was because people wanted the number of light, gray, and dark factions to be equal. Perhaps the game would benefit from moving to a more gray bias based on tribunals being less exclusive. This would allow the few truly light aura organizations to be more independent of the political scene. If tribunals worked to get out from under the influence of the basis of aura, I think that the true role of tribunals would be seen.
Its very difficult to play a light aura'd member of a tribunal and try to actually keep the peace in any kingdom. It makes you a target. If all the tribunals were more gray organizations at heart, with some flavors of light and dark, I think they would see more use. Warfare and justice are not really good or evil at heart. I believe that legal organizations should be less biased that way to allow for the difficulties of actually taking sides that cannot be upheld.
I guess I'm not saying I'd allow all sorts of randomness. I might in an experiment allow an aberrant to lead the Keepers, Talon, or Guardian. I'd certainly wish to see membership of more unprincipled and dogmatic characters. That's not to say scrupulous and principled characters or interpretations aren't welcome, but they need not be the only direction for these organizations. I think I could allow a slightly flexible leader if they kept the kingdom afloat. Its how it works in real life government. It takes all kinds. Let cabals be the bastions of idealistic visions. Let tribunals turn their focus to a more governmental role with less influence by their cabals. Perhaps tribunals should consider cabals their enemies. In the past I might have been against such a direction, but I know that we should let tribunals have something. If we give them more freedom to choose their direction, perhaps they would be more fun.
tl;dr I think its time to move away from the basis of aura in tribunals. Light aura is only one shade of justice and warfare. Tribunals are not defined by aura. I'm open to people trying new directions for tribunals where I haven't before.
This is almost exactly the vision I worked towards during my tenure as a transitional tribunal leader. I am proud of what I was able to watch happen and facilitate, and the Talon had a blast treating a cabal as its enemy for a time. The Talon is lead by a dogmatic and a scrupulous now, and believe it or not I made one or two moves of my own, risking my character concept, to make it that way.
That being said, it only worked because everyone involved was on board and lucky.
You've likely seen us hash it out elsewhere, but I'll restate the point here: when it comes down to it, tribunals have no way to stand up to a cabal without getting outside help. They cannot keep relics. They can only banish in a reactionary setting. All their allies who defend their home turf risk being imprisoned, fined, and negatively impacted even in a victory scenario.
Tribunals are crippled by the system to be unable to stand on their own against a dedicated assailant -- including the more popular player-run organizations in the game, their friends must accept unstable levels of collateral damage, and the "home field" advantages lead to tribunal warfare exactly where every staff-based opinion I've seen on the matter suggests it should be moved away from. There is no resource that makes tribunal victory something other groups could be motivated to take interest in. There are unclear definitions of both tribunal purpose and success.
As said earlier in the thread, tribunals simply are not "taken seriously." These are some of the reasons why.
From the hypothetical position of the Fist and the Talon interaction, the best diplomatic relation for the Fists is that of "savior" to the Talon, calling in any favor of tribunal leadership with the ever-present threat of withdrawing support. In the purest of Machiavellian senses, tribunal leadership is doomed to impotency when it must rely on the leadership of other organizations to effect a lasting change.
The only stand-alone tribunal solution of slaying enemies immediately and ruthlessly has been criticized many times in and out of the game as abusive, as ridiculous, and as a far cry from an enriched roleplay experience.
I thought a tribunal would be like playing risk mixed with monopoly. Instead, the current toolkit is more like playing counterstrike mixed with stepmania. It takes a lot -- more than should be asked of players -- to turn that kind of situation around.
It would be fun and there are people who would be interested in playing out your suggestion, I can speak to that from personal experience, but if the game itself will only provide challenges rather than resources, you've got a hard sell ahead of you.
What can the game offer to help the players embrace this exciting and dynamic experience?