Discussion: Interdependence
Posted: Sun May 03, 2015 9:19 pm
I strongly feel that interdependence is a key to roleplay and a key to making players and factions feel relevant while they play. While everyone should have a measure of independence so that they can have satisfying solitary play sessions and are not constrained by others to simply function, high level content as well as routine roleplay of mature characters should demand interactions that pull on the resources of a variety of factions.
So, with that said, let's talk about what interdependencies are functioning in the game as it stands and which ones can be improved.
1. Do you think that there are any classes/factions that are TOO independent or TOO dependent?
2. What interdependencies do your character(s) engage in? Are these fulfilling?
3. If your role is not filling the needs/desires of others, what changes do you think could/should be made in order for what you provide to become relevant in the game?
4. What roles do you feel need the most work to become important to the other factions in the game world?
My goal is to help foster IC motivation for player to player interaction. What made me think of this, among other things, was the fatigue change: immediately I thought of how Skalds and Alchemists, magical support guilds, were significantly harmed by removing one more way that they served an important purpose in player to player interaction.
So, with that said, let's talk about what interdependencies are functioning in the game as it stands and which ones can be improved.
1. Do you think that there are any classes/factions that are TOO independent or TOO dependent?
2. What interdependencies do your character(s) engage in? Are these fulfilling?
3. If your role is not filling the needs/desires of others, what changes do you think could/should be made in order for what you provide to become relevant in the game?
4. What roles do you feel need the most work to become important to the other factions in the game world?
My goal is to help foster IC motivation for player to player interaction. What made me think of this, among other things, was the fatigue change: immediately I thought of how Skalds and Alchemists, magical support guilds, were significantly harmed by removing one more way that they served an important purpose in player to player interaction.