Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Mon Jul 21, 2008 9:23 am 
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We already have tribunals with 5 leaders, we don't need "high leaders" and "leaders" coded. The entire existence of 'tarnish' is stupid.


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PostPosted: Mon Jul 21, 2008 9:43 am 
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Location: 25^N, 18^W
Or you can have a custom system with a high leader who spreads the responsibilities to the rest of the leaders. For example the hand now has 5 leaders. Benjamin could choose to give the banishment command only to two Ilkhans and the immigrate/deport command to the third Ilkhan and the second leader. He could remove some of the commands from the second, etc etc. In other words there would be a set of commands like "tribunal enable/disable banish leader" for everything. This way specific people have specific responsibilities, more people are flagged and the leadership flag won't be giving the same power to all leaders. The lieutenant of Taslamar for example could only immigrate and the chieftain of the tribes of Ayamao only banish.

It could make the life of a tribunal leader much easier and bring rp to the rest of the members. Using such a system, one high leader should be enough while the number of people who get extra commands/responsibilities can be unlimited. But the high leader would have to give each tribunal command to at least one more member of the tribunal.


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PostPosted: Mon Jul 21, 2008 4:32 pm 
I've played other muds with coded ranks in clans (1-10) with different abilities unlocked and different, coded names for each (earl, baron for a noble clan as an example, or adept, archmage etc for a mage clan). It was very successful where I played it and added a new level of backstabbery.

Good times.

I don't think it'll happen in SKs though.


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PostPosted: Mon Jul 21, 2008 4:45 pm 
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Location: The yellow brick road
SK Character: Bran
TheCannibal wrote:
Inner guardians spamming dispel magic would be fun.


LAWL


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PostPosted: Mon Jul 21, 2008 5:08 pm 
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I like tribunals with ranks, but tribunals are quite capable of setting them up themselves if they want them. Coded powers are almost irrelevant, except for supporting the top two (or more, on special occasion).

The problem is that leadership is too hard to administer for part time players. That may be intentional, on the basis that only a full-time player can produce enough roleplay to deserve the flag. But if it's not, there are several mechanical ways to fix the problem. For example, why can't you pardon a character not currently active?


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PostPosted: Fri Jul 25, 2008 12:17 am 
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SK Character: NA - Inactive
Hey! Get your own thread, dillholes! This one's mine.

Soften the hour/login requirement between full-on deletion of characters. I've lost far too many characters from this grand-scale annoyance (including a GM necromancer for f*^& sake), and I'm dubious to what true benefit it brings the game.


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PostPosted: Fri Jul 25, 2008 12:55 am 
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dalamar wrote:
Hey! Get your own thread, dillholes! This one's mine.

Soften the hour/login requirement between full-on deletion of characters. I've lost far too many characters from this grand-scale annoyance (including a GM necromancer for f*^& sake), and I'm dubious to what true benefit it brings the game.


Hey Dalamar. Are you back? I thought you quit SK.


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PostPosted: Fri Jul 25, 2008 2:07 am 
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Orac wrote:
dalamar wrote:
Hey! Get your own thread, dillholes! This one's mine.

Soften the hour/login requirement between full-on deletion of characters. I've lost far too many characters from this grand-scale annoyance (including a GM necromancer for f*^& sake), and I'm dubious to what true benefit it brings the game.


Hey Dalamar. Are you back? I thought you quit SK.


He better be back!


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PostPosted: Fri Jul 25, 2008 4:40 am 
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SK Character: Amorette
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Hey Dalamar. Are you back? I thought you quit SK.



I think 75% of the people on this board have "quit SK" at some point.


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PostPosted: Fri Jul 25, 2008 7:08 am 
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Joined: Tue May 31, 2005 9:16 am
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SK Character: NA - Inactive
Orac wrote:
dalamar wrote:
Hey! Get your own thread, dillholes! This one's mine.

Soften the hour/login requirement between full-on deletion of characters. I've lost far too many characters from this grand-scale annoyance (including a GM necromancer for f*^& sake), and I'm dubious to what true benefit it brings the game.


Hey Dalamar. Are you back? I thought you quit SK.


I swing back around every once in a while. I was trying to build up a sprite warlock to play when time allows. But this most recent inactivity deletion has left me with a sour taste in my mouth. 100+ hours to level up a character is a serious, huge time commitment for me, and to keep losing every character for inactivity- especially AFTER I've logged those hours- has gotten really old. I find myself jonesin' for some gaming every once in a while (like now), and once I get over this frustration- or once Dulrik changes the inactivity deletion system- I'm sure I'll create another character again.


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