Before even getting into the specifics of the above proposal or any other proposal there is a need for clear definitions of the goals. The intent of this post is to define the goals, their aims, and open them up for discussion. Specifics of the above proposal will be covered later.
lei_kung wrote:
Goals
1. Address player group inactivity w/o destroying established group RP
2. Make tribunals more fully representative of a nation’s governance
3. Empower cabals to be the secret societies they are meant to be
4. Encourage greater levels and consistency of RP
5. Establish a political environment that complements tactics with RP
6. Create more tactical and RP options for players
7. More efficiently utilize features currently in the game
Let’s take these one by one
lei_kung wrote:
1. Address player group inactivity w/o destroying established group RP
The first part of the goal, effectively increasing the player base in regards to organizations, is obviously address by dual membership. There are proponents that would prefer a merging of cabals and tribunals, although Dulrik has stated that he is less then interested in the idea of merging. Dulrik said in response to why Dual Membership instead of merging…
Dulrik wrote:
I do think it makes more sense than merging together groups that don't have the same goals, such as Druids/Guardians while effectively doubling the number of members that can be in groups. It seems to offer more opportunities for gameplay rather than less - both in RP and in character power sets. I'm against regressing to a time of less options.
We can easily see that maintaining the RP and roles of the independent organizations is a goal as well as increasing the RP and tactical opportunities. Because protecting the organizational identities and RP is a major focus, then any solution must protect these assets. Anything that could reasonably befoul these assets or effectively reduce the RP and tactical options a player has access to must then be avoided.
lei_kung wrote:
2. Make tribunals more fully representative of a nation’s governance
Let me start by pointing out goals 2 and 3 are inherently linked so I shall try to limit repeating myself. The very nature of a tribunal is to represent the governance of a nation. This means tribunals should be open (as opposed to secretive), militaristic, and on the front lines of siege warfare. Nations build armies and declare war, these are things that tribunals should be in control of. The CRS that has been developed does much for the siege and epic combat, but tribunals who should be the beneficiaries are left being nothing more then a police force (note I’m not saying CRS is perfect, just that there are many inventive features that have come from it). Any solution must bring about kingdom style warfare, basically allowing Shattered Kingdoms to live up to its name.
lei_kung wrote:
3. Empower cabals to be the secret societies they are meant to be
Unlike tribunals, cabals are organizations that are based on ideals, not land or governments. This means that they are brotherhoods much like the Masons, Templars, or Illuminati. Siege combat is not fitting such groups; in fact the ability to maneuver politically and influence those that are dictating the front lines is much more fitting. As we saw tribunals need be placed front and center of tactical conflict to fulfill their role, cabals need to be pulled away from the tactical front to fulfill their roles. CRS being placed on cabals eliminates their ability to function in secrecy and there is no real political environment in which to operate. Any solution must allow cabals to operate in secrecy while also providing an environment where influence peddling can shift the balance of power.
lei_kung wrote:
4. Encourage greater levels and consistency of RP
This goal seems fairly obvious. Although, it is worth while mentioning because one of the major downfalls of CRS was the RP effects weren’t fully considered when designing or implementing. In fact the system should tie the tactical considerations, RP considerations, and player considerations synergistically.
lei_kung wrote:
5. Establish a political environment that complements tactics with RP
This goal ties directly into goals 3 and 4. In order to encourage greater/more consistent RP and allow cabals to be the shadowy powers, the system should find a way to empower those that RP well. In other words, the greater the ability one has in RP, the greater their influence or power should be. Basically, this would require adding some kind of political element to the game; thereby RP becomes a commodity just as PK skill is.
lei_kung wrote:
6. Create more tactical and RP options for players
Again this goal seems obvious. The reason for such a goal is to add depth and breadth to the game and the player’s experience. Also the greater range of tactics and RP opportunities helps keep the game from being stagnate. Although, in considering this goal, goals 1 and 4 must be maintained. Even though, this goal can be addressed on its own, it would be more effective to find ways of solving other problems/agenda items that also fulfill this goal.
lei_kung wrote:
7. More efficiently utilize features currently in the game
Lastly, this goal is to find ways that more effectively use what the game already provides. As it stands, there are some things that are under used and others that could be more widely used, by finding ways to increase these features positive affects on the game, thus effectively making the time Dulrik spent on them more worth while. Like goal 6, this can be addressed on its own but would be much more efficiently addressed by designing solutions to other issues that then promote this goal.
Lei Kung
Edit: For grammar and flow