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Posted: Mon Oct 01, 2007 11:16 pm
by lockethrowsknives
LONOmakesWAR wrote:Player Factions:

It is my belief that a well run player faction will achieve the following:

• Be specific enough to adhere to certain unique values and beliefs which may or may not be the reason for the group’s existence.
• Be broad enough to allow external influences to alter said beliefs and values.
• Be based on server lore and rooted in IC and/or IG events, discussions, etc.
• Operate IG and IC as much as possible with minimal OOC communication, (OOC being mainly used for organization and coordination).
• Be proud enough to defend itself from other factions, and defend its stance on IC and IG issues.
• Be humble enough to accept all IC outcomes and events that influence or change the faction, especially when the outcome differs from your vision of the faction.
• Serve a function in the game world that contributes to the playerbase by providing RP opportunities.
• Contributes to server lore by functioning within the general framework of the plot and main campaign.
I agree with these points 100% and think they are all extremely important to consider when it comes to any faction.

Posted: Mon Oct 01, 2007 11:27 pm
by hannahcoldkiller
Das has a large number of rarely used rooms that groups can have meetings in without the need for a building for their own personal usage. Not to say that it wouldn't be cool, but necessary?

List of possible meeting places.

1. The second floors of the Misty and the Buck Inn have no reason for anyone to go up there, maybe people could have their own persistent box in one of these rooms in which to stick their faction items.

2. The public bath. I don't know what it's used for, but you could handle all your bidness while taking a schvitz.

3.The ministry of information is a pretty cool room where you could get lost in the crowd without anyone noticing your there (there's not really much of a reason to go in there either at the moment other than for licenses).

4. The slippery fingers (or whatever it's called -the thief place) has back rooms and so does the Agrimony temple.

5. The barracks has the Gaol, the torture room, and the courtroom (which may or may not be open) which are rarely used.

6. The dream world in the mage tower (if your chars can still get in there) is an underutilized place for its size.

7. The open area where we have tournements in the area north of cear.

8. If you're not too secretive, you could hold one on the roof top of the building by the mage tower.

9. The area in front of Korgov Castle.

So there's a few place you could hold a meeting that uses already existing places. Plus there's a small percentage chance that you might get discovered which can lead to some possibly interesting RP decisions.

Posted: Tue Oct 02, 2007 12:01 am
by Stormknife
Just having a building isn't going to reinvigorate a stale faction or encourage participation in one. A look at the history of various private or organizational homes in Das1 is a perfect example of that. The only one that wasn't long abandoned by the time I started was the Redboot barracks.

Posted: Tue Oct 02, 2007 12:19 am
by Elvith
I was thinking that the DMs could maybe create factions with simple quests that aren't easy to get in to, and that if there was a persistant faction box as well as DMFI name changing, players could leave notes to eachother and whatnot. DMs would also be able to leave notices ingame as well as on the forum, just to make stuff interesting, although I don't know if there are any sort of programs/plugins that can let you write letters ingame, it may be something to look in to.

I think that this would essentially create generic factions ingame, and players would be able to easily run them and recruit without having to RP 24/7, kind alike the fleet used to be. Even better, they would create things for the fleet to go hunting for. I know that would take a ton of toolset work, so most of this is just speculation.

Re: Factions

Posted: Tue Oct 02, 2007 12:51 am
by LONOmakesWAR
DM Wired wrote:What are the ingredients for a positive, game-influencing, thriving faction?

Discuss.
Lets focus on this in the context of existing game resources, that would be a helpful discussion for staff to read.

Posted: Tue Oct 02, 2007 2:26 am
by Elvith
In context of what we already have, alot of out-of-server gaming would be necessary for a good faction to work (if illegal) a legal faction can work ingame much easier as you can discuss anywhere and recruit publicly. An illegal faction would require much more dedicated gamers as well as a goal to work towards. Looking at illegal gods as a premise for such a faction, it doesn't seem like any of their goals for Dasaria would be feasible, a complete anarchist or good society would be unable to do anything political, cause there aint politics.

Basically, factions to legal gods are in my opinion the current best way to take a little bit of the Lochwarian's power away. Etoth, Losia and Nuari would probably be good choices, the first to keep the law (nodur) and the last two to add a bit of neutrality and good to the situation rather than simple lawful evil.

Posted: Tue Oct 02, 2007 9:14 am
by urgualamand
Das is still open beta and I've heard some talk about how much to try and implement factions and fight for changes, before the campaign launches and Das goes gold.

Heck, I've even heard myself whisper of such when the sun has set.

factions

Posted: Sun Nov 11, 2007 1:10 am
by seethings
I reccomend that what the Church of Lochwar needs is a faction within the faction..

Powerful overwhealming strong factions often splinter when no strong external threat is present.

A priest to slowly work against Minuvas and usurp his role FROM WITHIN.

Surely even this would be fun for Minuvas in a RP sense. Internal politics or a religious schism. Might even have an amicable end. Minuvas banished to live as a hermit scholar in a cave.

PS... it is a credit to Minuvas Rp skill that he is such a conundrum. I agree with everyone above tho the dilemma is not Minuvas but that the "CHURCH' has no opposing faction of strength around which alternative viewpoints can 'stand'. If it doesnt suit the Campaign/Module background for the oppresive Church/state to be opposed then do it from within. That is we AGREE but we DISAGREE.

Re: factions

Posted: Sun Nov 11, 2007 4:24 pm
by Greyshore
Actually, a very similar situation like the one you mentioned occurred, seethings. In it, Minuvas was the one who usurped the "throne" from the Patriarch. You can find what happened here.

I think there are also some more threads with details on the happenings before and after.

Posted: Sun Nov 11, 2007 5:51 pm
by Stormknife
The difference is that the Patriarch was a character made up by Minuvas who existed only in stories, and who Minuvas whacked. It's not quite the same thing.

Posted: Sun Nov 11, 2007 7:29 pm
by Greyshore
Stormknife wrote:The difference is that the Patriarch was a character made up by Minuvas who existed only in stories, and who Minuvas whacked. It's not quite the same thing.
Actually, I've seen Minuvas roleplaying the Patriarch IG a couple of times. But yeah, definitely not the same seethings meant.