Quote:
At the risk of sounding corny, I am so glad to see people who are rather new to playing take such a great and devoted interest into roleplay so quickly. In my experience, that is rather rare nowadays.
As I've said before, I come from a past of two roleplay intensive muds. I was a bit surprised to find SK didn't have a lot of the roleplay tools I am used to because it seems with a little tweaking you guys could appeal a lot more to the hardcore roleplayers out there.
That's not to say I want the mud to become overrun with people who think three sentence emotes are cool. (They really aren't people.) But there is a select crowd of us out there who really enjoy the balance of good, solid roleplay with the element of danger brought in with PK.
One of the reasons I quickly gave up on Armageddon was because it was BORING. Everyone just sat in a tavern all day trying to out-emote each other because with the perma death, people were really afraid to PK.
One of the reasons I left my first mud was because they went from being a mud where fun was the main focus, to where roleplay was the main focus, and it ended up that you had the head evil bad-ass putting on a play (and taking on the role of the leading lady) because people were so afraid to PK after a crack-down on PK without rp reasons. (Picture Ben doing this and you'll see how ridiculous it is...)
The final straw, as I've stated before, was when they banned my dyslexic cousin because his spelling and grammar weren't up to par, never mind the fact that he was a good roleplayer.
My second mud was able to balance the PK and roleplay aspects of the game in a much better way. You had those people who were fairly good at both. You had people who were great at roleplay and not so great at pk and vice versa. It was a better mix. Of course, the people who were into the rp more were always whining about the pkers and the pkers were always bitching about the rpers. I think that is going to happen on any mud, no matter what.
I don't want to turn SK into either of those muds, however. SK is fine just as it is. Now that I know what I'm doing with the training system, I'm finding it to be greatly enjoyable. I've fairly easily been able to find roleplay and get into it, even being a newbie. The only thing that is off for me is not having that flexibility with my emotes that I am used to. I like to target other people. It's what makes them feel included in the roleplay, and there is something infinitely more compelling about seeing she smiles at
you, as opposed to she smiles at a
rotund gnome.
As to the speech emote, it is a useful tool, but you don't need it. If I had to pick between 1 or 2, I would definitely pick 1. Instead of
sayto gnome (smiling brightly) Hey there!
you could easily do
emote smiles brightly at #gnome.; sayto gnome Hey there!
Would I love to see other roleplay tools? You betcha! Some of the things I've seen in the past (on various other muds) would be short descriptions, poses, think, accents, walk-in/walk-out commands.
The reason I didn't bring those up? Because if the immstaff wanted stuff like this, it would be in the game already.
The reason I'm fighting for the emote is because it is a compromise I can live with. I don't need the other stuff. Sure it's nice and it helps flesh out my character, but it is just not as necessary. I think you will find a lot of people will start using emotes more than socials if this change is implimented. I haven't used socials in more than ten years, and I've been using them here because then I know I am at least able to target the other player.
On a side (and completely different note) why can't people whisper in the game? It's been bugging me for days...