Do you guys find the 'you can only do stuff
that is directly related to orgs you patron' as limiting as people on
the forums seem to find it or do you have enough to do that storylines
that would cross into inactive roles aren't needed? My short list
for my patroned orgs and my order alone can probably fill up a full
year or two of work. There is absolutely no reason to feel limited given
that!
Moreover,
I am not sure if we are interpreting this 'clause' the same way. Any of
us are free to write or contribute to world events or to join forces to
do a dual org event. If you mean that we cannot interfere in inactive
orders, that is hardly an issue for concern given how much potential
each individual godrole has already.
What percentage of story related things are player created that you run with and how much do you get to make up from scratch?
I
would love to do more player-driven stories in general, but I find most
players give up within a few days after they get no big reaction. Other
times, the player run stories are blatantly breaking some 'rules' (see
my post about org reqs for some examples) or do not really need our
help at all.
Despite
that, there are still plenty of player-created stories out there. This
entire war, for one, was initiated by the players. The Targossas
saga that Twilight mentioned earlier came about from responding to
player actions. There are a lot of other plot threads that most players
are not even aware of that were entirely player initiated.
To
actually answer your question, I would say somewhere between 70-90% of
the story originates from players, though this number sometimes looks
skewed because the big world events get much more attention than
sabotaging an enemy city might.
Are there any common reasons why Gods would disappear? I imagine there are all sorts of personal reasons, but if there are also game-related reasons, is there anything players can do to avoid the loss? Or rather, what are the things players should not do if they want to keep their Gods alive and kicking/zapping?
(This is a very roundabout way in saying I love You Gods and thank You for Your work! It matters so much).
Aegis covered most of this, and it is worth keeping in mind that at least half of burnout is something you cannot directly influence or stop as a player. Volunteers have lives, their interests shift, they might hate someone else in the Garden (though this has not happened in real life years, it is still a possibility). Over on the Aetolia forums, one of their producers or volunteers answered a similar question by pointing out that while all these uncontrollable variables exist, the remaining causes for burnout come from interactions with players.
If players spend all their time complaining about a god role; if their politics are dedicated to ignoring or circumventing their patron on a regular basis; if every conflict with a god is turned into an OOC grudge; if the main method of god interaction for some players is to just constantly disparage a volunteer in clans, discord, or forums; if attempts at stories or denizen interactions are routinely ignored because players in an organisation would rather sit AFK or go bashing; or if trying to make an organisation stick to roleplay values is met with repeated 'but I don't want to', it is unsurprising that some volunteers burn out extremely fast. At this point, players are clearly communicating they do not want a god, they want an administrative secretary, and that is not a role that people are going to want to do for free.
Clearly, the point is not to hold your gods and volunteers as infallible and never question them. If you have a real, OOC concern with a volunteer, then you can e-mail a producer. Most Gods allow some amount of respectful questioning IC. But the next time a God does something you do not like, spend a few minutes wondering what the roleplay reasons for it might be, instead of immediately assuming they are wrong and out to harm you or that you know better and they are just nowhere as clever as you.
What singular event in Achaean history would you want to change? How would you change it?
I honestly don't think I would, otherwise, we might not have the Achaea that we have today. That being said, Bal'met was probably the most emotionally testing event in my playing history. I killed that loser, though.
For some other questions,
If you hadn't chosen your current god, and all roles were open, who would you have picked? None! Aurora for me, all the way.
My questions are what is the most stressful thing about being a god in Achaea? What has been one of your most stressful times? Also what in your opinion is the best way that the player base can help you out?
Much like @Phaestus, the most stressful thing for me is when people aren't capable of seeing the bigger picture.
The best way the playerbase can help out is by remembering that Achaea is a living story, and sometimes personal choices that seem difficult in the short term are some of the most interesting and character-defining story acts in the end.
The single best way for the player base to help, is to roleplay. There are many instances where people would have a much, much better time if they forgot about their OOC motivations. I'm a big believer in 'actions have consequences' (shocker?!) and though the story might not be good for you - as the player, not as the character - at the time, I guarantee that it'll be worth it if you see it through.
Also...what is the most tiring or infuriating part of your role? Thanks! Absolutely agreeing with @Sartan on this one: restraint. I want players to make the decisions, and obviously I want these to be good decisions which benefit the faction, the story, and the game as a whole. The amount of times I talk myself down from decapitating people...
1) Which divine is most likely to win a wet t-shirt contest? Vastar. He's so dreamy.
2) If you could replace all of the grass in the world with something else, what would it be and why? Water. Fresh water, though - none of that salt water business, thank you!
3) Why do round pizzas come in square boxes? So that you have space at the corners for dips! Duh!
4) Dinosaurs or dragons? Dinosaurs.
5) Would you rather fight 100 goose-sized Bataoacs, or 1 Bataoac-sized goose? Geese are adorable, so I'd have to pick the former.
If you could remix Cyrene into any flavor, which direction would you take it?
I'd take it to say hello to Shallam. On a serious note, I've always seen Cyrene as being similar to the Asterian Restoration: focused on the pursuit of scholarly and philosophical excellence, with a hint of artistry thrown in.
If you could remix a godrole in some direction, what's your ideal god?
I don't think there's an 'ideal' god, because each has a role to play, but I think that some could perhaps be consolidated. Not by Bal'met, though. Valnurana/Ourania, for example, could be much more formidable as a singular entity. That's just my thoughts on it, though!
Describe your ideal player.
One who is willing to take the plunge, roll with the punches, and just experience everything that Achaea has to offer without caring about any potential reward at the end. The story, and the participation in that story, should be the reward.
What's your favorite room in the game? 'Observing Starfall.' It's in Nur, and it is beautiful.
To address the opposite end of @Thaisen's question: What is the best part of your role as a Divine? Have any moments in particular stuck out to you as special, in a positive way?
The single best part of my role is seeing the reaction of the players to new content, an event, interactions, and everything else in between. I'm a creator above all else, and watching people figure things out, get involved, and bring their a-game is just amazing.
In terms of moments that are special? There are so many. On a personal level, though, anything involving the Order has been really lovely, and each of them has contributed in their own unique, special, and often very loud way. I don't know if it's intentional, but they generally seem to 'check up' on me as often as they can, and I cannot put into words how much that means.
What was the most challenging part of getting through your Celani/Demi requirements?
This is, as has been said before, different for everyone. I have a history in creative writing and coding, so for me those aspects weren't anything I was ever concerned with. For me, it was interacting with players at the very beginning. I didn't know what to expect, or how to cope if something went in a direction I wasn't expecting, and learning to roll with it was a steep learning curve for me!
(Potentially unpopular plug incoming...) In Aetolia it's mechanically easy to get into a God's congregation and start getting some character build up around Divine RP and faith. Do you (as in all God roles) enjoy how difficult it presently is to participate in Order RP, or would you like to see it become easier to participate in at least pre-order things? (It never used to feel this hard, back in the day in Achaea and adds a huge bump to RP.)
I think this is entirely dependent on the role.
Sartan, myself, and Deucalion will always have an easier time with this than the rest. It's an integral part of Targossas to learn of and know the basic tenets of the Bloodsworn, for example. That being said, I want to make it far easier for people to show interest in the pre-order, to learn what it is to be part of Aurora's Order compared to just serving through Targossas, and to experience a little portion of what the Order has to offer. I do think that 'easier' shouldn't mean 'less work', though. It should be easier to access, but the work to become a member shouldn't be any less - it is incredibly special to be a part of an Order, and I wouldn't want that to be compromised.
How long have you been part of the IRE community (since first character/admin role inception), and what do you find more enjoyable about IRE than other games that keeps you here - especially in a volunteer role?
I won't divulge anything more than the date I created my very first character: 2005.
Not just in this thread, but in general, I see a lot in regards to accepting defeat and being willing to lose and roll with it. Do you think when you were players, you were as willing to accept defeat and let it shape your character as much as you wish players would now? Do you think of defeat and loss as an integral part of player enjoyment? At least from a personal perspective, having been on the losing end of things for 7 months now in Ashtan, I admit I become more and more meh about it lately. What would your advice be to a player that was becoming disillusioned with their current perceived place on the bottom of the "winning" board?
I'm not sure on the wording for some of these questions, so feel free to rework them or just spitball personal thoughts.
Not just in this thread, but in general, I see a lot in regards to accepting defeat and being willing to lose and roll with it. Do you think when you were players, you were as willing to accept defeat and let it shape your character as much as you wish players would now? Do you think of defeat and loss as an integral part of player enjoyment? At least from a personal perspective, having been on the losing end of things for 7 months now in Ashtan, I admit I become more and more meh about it lately. What would your advice be to a player that was becoming disillusioned with their current perceived place on the bottom of the "winning" board?
I'm not sure on the wording for some of these questions, so feel free to rework them or just spitball personal thoughts.
Seems like there might be a bit of misunderstanding here. Most of the mentions in this thread (and our general complaints on the subject) aren't about people who have been on the bottom for long periods of time and feel bad about it. The problem isn't about players who have already lost, it's about those who refuse to lose. Those who are so entirely risk-averse that if they can't guarantee victory, or some way to game the system so that it sides in their favour, that they just won't engage. They take their ball and go home (or go idle at battlements/rally point/gatehouse/crossroads/centre crossing/wherever). It's about people boiling in-character experiences down to their OOC mechanics (a recent, though lesser, example is people doing literally everything in their power to suss out exactly how war points work). When you play the game this way (something I was guilty of more than once as a player, but I like to think I got better about it as time went on), a loss definitely gets to you more, and you're far less likely to take anything away from those experiences. Mechanical thinking also tends to block out ideas for RP avenues, and stifle ingenuity (even outside of RP avenues).
Losing sucks, yeah. We're not saying it doesn't, or shouldn't. What we're saying is:
a) the possibility of losing doesn't mean you shouldn't try b) trying to no-sell losses because "nothing matters anyway" or "nothing will change" is crappy out of character rhetoric that puts you in a mindset to feel less engaged with Achaea, and less likely to engage with emerging stories or interesting RP opportunities c) you shouldn't dwell on your losses forever, try to find a way to move forward and make the best of it. Don't spend all your time complaining about the loss, or blaming yourself (or your fellow Achaeans) for what happened (unless it is genuinely their fault, in which case do it ICly, not OOCly)
I'll leave this with a relevant quote from an upstanding starship captain:
It is possible to commit no mistakes and still lose. That is not a weakness. That is life.
If you absolutely had to pick ONE city, which would be the hardest to Patron and RP for you personally. Mhaldor. I just couldn't be how Sartan is all the time.
How do you deal with interactions and relationships that the person who played the godrole before you established? I've seen some gods do a blank slate, and others try to continue. Similarly, how often do you write notes on interactions - is it every single interaction with a mortal, or do you only write down the important things? Thankfully, role progression - in terms of interactions, relationships, organisations, etc - is relatively well documented. That being said, I am a stickler for details, so my notes are a bit more detailed. Some might call them ridiculously extensive, but I personally call them organised.
How do you guys handle the stress of dealing with player feedback, both IG and OOC?
The team. It might sound cliche, but their support is absolutely fundamental.
If I have a particularly stressful time, toblerone sales dramatically increase. So does tea consumption.
Alright folks, I hope you brought your blue books 'cause it's essay time!
Without giving anything away about your mortal characters, was there a moment when you were first playing Achaea that got you hooked, and can you describe (again, as vaguely as need be) what that experience was like for you?
I don't think that there was a defining moment. I logged in, after playing a text adventure game on Psion Series 3, and just never left.
Similarly, without giving anything away and please be as vague as needed, was there a moment where you realized you wanted to step into a Godrole? How difficult was that decision?
There wasn't a defining moment for this, either! I just knew that I wanted to contribute to something that made me happy, and so I took the plunge. It wasn't a difficult decision, whatsoever.
What has been the most unexpectedly rewarding part of your tenure in the Garden? What was one aspect you imagined you might do more often than you actually do?
I never thought that I would become so invested in an organisation's growth and progression, or their successes and achievements. I think my enthusiasm during the CTF is well-known, but this extends to absolutely every aspect of Targossas.
I imagined that I'd be doing a lot more administrative tasks than I actually do, and for that I'm grateful. It gives me time to do more creative things!
What is your favorite moment of Garden collaboration you've experienced since taking on the role?
It's not a 'favourite', because the favourite definitely gives too much away, but I really enjoy each and every Itinerant Bazaar.
Can you share some of your feedback from the Reckoning? Things you found enjoyable? Surprising? Things you might have done differently?
The thing I enjoyed the most was the interaction between players and their respective choices, especially in regard to references. In terms of what I'd have done differently? I would have smacked Targossas far sooner than I actually did.
I was surprised by the winner, if I'm honest. It was an absolute travesty that Chief Inspector Wavel El-Mellon Cloussoi the Third did not win.
What made you pick the godrole you play? I literally made a pros and cons list. It was long.
Aurora won by a large margin. The role appealed to me on so many levels, and the hard-core factional aspect was definitely a big part of it.
Do you ever wish you could undo parts of your godrole's past? Anything in particular?
I wish that the role had been fleshed out, at the very beginning. The Morning Star had so much potential, and it just never got expanded upon in any meaningful way.
What would you do differently as a player after having played a god?
I would not spam a denizen with random words, in hopes of getting a reaction. QUEST. HELP. MISSION. TASK. CHEESE.
The urge to deliberately implement random trigger words grows exponentially with each passing day.
For no one in particular: is mortal war extremely boring to watch from on high? What about combat in general? day-to-day roleplay?
Absolutely not! I am a hardcore cheerleader for Targossas, and this war has only encouraged that. I'm just glad that @Sartan doesn't rip out my heart for being so obviously biased and incredibly loud about who I want to win. Not too frequently, anyway.
I'm not overly interested in combat in a general sense, but the tactical aspects are certainly interesting. The war has caused people to test new ideas and try new methods in order to succeed, and that's been most enjoyable.
To say that day-to-day roleplay is underrated is an understatement, to say the least. Learning the quirks of a character - what makes them tick, what they enjoy, what encourages them, what makes them have odd obsessions (I'm looking at you, @Sothantos) - is really fun, and allows for a better connection with the character in question.
Do you prefer roleplaying as your god character or animating denizens more? Why?
I love the interactions and general presence that Aurora has, but denizens allow me to be absolutely anything at any given time. I don't think I have a preference.
If you're a patron, what sorts of traits make mortal org leaders good to work with versus terrible? Do you think of mortal leaders (oocly) as volunteers, too, or no difference to the rest of the playerbase?
I think I speak for everyone when I say that we take the commitment of mortal leadership seriously. There are moments where it will be incredibly rewarding, but it also comes with a lot of responsibility that many just don't understand until they're in the position themselves. They set an example for the rest of the organisation, and that's something that should be taken seriously. It requires a lot of patience, involves a lot of administrative tasks, demands a lot of time, and is often a thankless job. It also takes a special sort of person to take on that role, and to do it well.
In terms of traits, I think that a good leader should be willing to take risks, have new ideas - whether big or small - for the faction/organisation, put the faction
/organisation's best interests above all else, uphold existing factional/organisational themes, and should promote a sense of community.
There is a difference between a mortal and a mortal in leadership - to me, at least - but only in as much as they're held to a far higher standard.
Have you learned anything in your time as Gods that made you reconsider a previously held opinion about something in game?
Other types of games, MMO's mostly, though I haven't played any other than FFXIV for the past... six years? Other than that, things like Rimworld, Terraria, and sometimes I drag Aegis to play minecraft.
As for learning anything in my time in the Garden that made me reconsider opinions... well, I'll just echo Phaestus here. Ships, the wilderness, and heraldry are NIGHTMARES.
The answer to your question is a resounding yes from a large part of the Garden. Between us all, our mortals suffered everything from ostracism, to long-term PK loss/griefing, to playing in orgs that were almost completely inactive that we tried to fix. If you can think of some kind of horrible loss scenario, someone in the Garden probably experienced it and roleplayed their way through it.
Because that is the other end of not letting fear of loss cripple your roleplay: pushing through it. I know very well that Ashtan is not used to being on the losing end, given nearly two decades as a world power on the combat front, but cities like Shallam spent real life years doing nothing but fighting losing battles on a constant basis. You are one hundred percent allowed to feel unhappy with that. The solution is not to give up and write it all off.
On a personal/character level, great loss should be a chance for you to change and grow. Swear vengeance, or change your way of thinking, or become even more stubborn in an attempt to persevere. On an organisational level, you will forever stay in the same place if you become jaded and resigned. All it takes is a handful of players to start a movement if they have enough enthusiasm and spark, and even permanently beat-upon Shallam spawned fanatics and memorable movements within it.
This is not aimed at you directly, but in general a lot of players respond to slumps by pushing away new members with negativity and, as I have sometimes seen personally, literal insults to their own organisation meant to persuade people not to join.
A better approach is to find ways to keep yourself interested and motivated, and let that bleed through to the people around you. If you do not have enough friends to raid with anymore, teach new people. Yes, it is a lot of work, but it is also rewarding in the long-term. Or you can focus on your interpersonal relationships, or take up a new interest in-game. Perhaps you can find a new interest in ritualism or scholarship, or you can work on being an orator and proselytiser. The best way to not lose interest is to keep yourself and your character interesting. With constant drive, it is very hard to find yourself in a situation where there is nothing for you to do to help your situation. Foster a sense of community, make new friends, engage your novices, and you will see your organisation grow.
Warframe, WoW, Assassins Creed, God of War, CoD, Spider-Man (It was amazing!), Total War:Three Kingdoms, and I am sure there are a few more I am forgetting.
Have you learned anything in your time as Gods that made you reconsider a previously held opinion about something in game?
My opinion on Mhaldor and Evil in Achaea changed a ton while researching the role and after interacting with some of the players early on.
Approved. Solus was by far my favorite character amongst.. probably all of the games I play. "Tradition is the chain by which fools are bound."
"Remember us... Remember that we lived..."
Never thought I'd catch major feels over an Ascian. He was just such a well-written character all over, I'm sad we only got him for Shadowbringers. Especially since he massively broke the mould for what you were expected to think an Ascian was like.
Disappearing from Achaea for now. See you, space cowboy.
Sartan said: Total War:Three Kingdoms, and I am sure there are a few more I am forgetting.
no warhammer?
Is it any good? I have only played Space Marines, which I loved, but I only recently got into the Total War series due to Three Kingdoms. I used to play Romance of Three Kingdoms back in the day a ton and was very excited when I heard about the new game.
If you absolutely had to pick ONE city, which would be the hardest to Patron and RP for you personally. Mhaldor. I just couldn't be how Sartan is all the time.
How do you deal with interactions and relationships that the person who played the godrole before you established? I've seen some gods do a blank slate, and others try to continue. Similarly, how often do you write notes on interactions - is it every single interaction with a mortal, or do you only write down the important things? Thankfully, role progression - in terms of interactions, relationships, organisations, etc - is relatively well documented. That being said, I am a stickler for details, so my notes are a bit more detailed. Some might call them ridiculously extensive, but I personally call them organised.
How do you guys handle the stress of dealing with player feedback, both IG and OOC?
The team. It might sound cliche, but their support is absolutely fundamental.
If I have a particularly stressful time, toblerone sales dramatically increase. So does tea consumption.
Alright folks, I hope you brought your blue books 'cause it's essay time!
Without giving anything away about your mortal characters, was there a moment when you were first playing Achaea that got you hooked, and can you describe (again, as vaguely as need be) what that experience was like for you?
I don't think that there was a defining moment. I logged in, after playing a text adventure game on Psion Series 3, and just never left.
Similarly, without giving anything away and please be as vague as needed, was there a moment where you realized you wanted to step into a Godrole? How difficult was that decision?
There wasn't a defining moment for this, either! I just knew that I wanted to contribute to something that made me happy, and so I took the plunge. It wasn't a difficult decision, whatsoever.
What has been the most unexpectedly rewarding part of your tenure in the Garden? What was one aspect you imagined you might do more often than you actually do?
I never thought that I would become so invested in an organisation's growth and progression, or their successes and achievements. I think my enthusiasm during the CTF is well-known, but this extends to absolutely every aspect of Targossas.
I imagined that I'd be doing a lot more administrative tasks than I actually do, and for that I'm grateful. It gives me time to do more creative things!
What is your favorite moment of Garden collaboration you've experienced since taking on the role?
It's not a 'favourite', because the favourite definitely gives too much away, but I really enjoy each and every Itinerant Bazaar.
Can you share some of your feedback from the Reckoning? Things you found enjoyable? Surprising? Things you might have done differently?
The thing I enjoyed the most was the interaction between players and their respective choices, especially in regard to references. In terms of what I'd have done differently? I would have smacked Targossas far sooner than I actually did.
I was surprised by the winner, if I'm honest. It was an absolute travesty that Chief Inspector Wavel El-Mellon Cloussoi the Third did not win.
What made you pick the godrole you play? I literally made a pros and cons list. It was long.
Aurora won by a large margin. The role appealed to me on so many levels, and the hard-core factional aspect was definitely a big part of it.
Do you ever wish you could undo parts of your godrole's past? Anything in particular?
I wish that the role had been fleshed out, at the very beginning. The Morning Star had so much potential, and it just never got expanded upon in any meaningful way.
What would you do differently as a player after having played a god?
I would not spam a denizen with random words, in hopes of getting a reaction. QUEST. HELP. MISSION. TASK. CHEESE.
The urge to deliberately implement random trigger words grows exponentially with each passing day.
For no one in particular: is mortal war extremely boring to watch from on high? What about combat in general? day-to-day roleplay?
Absolutely not! I am a hardcore cheerleader for Targossas, and this war has only encouraged that. I'm just glad that @Sartan doesn't rip out my heart for being so obviously biased and incredibly loud about who I want to win. Not too frequently, anyway.
I'm not overly interested in combat in a general sense, but the tactical aspects are certainly interesting. The war has caused people to test new ideas and try new methods in order to succeed, and that's been most enjoyable.
To say that day-to-day roleplay is underrated is an understatement, to say the least. Learning the quirks of a character - what makes them tick, what they enjoy, what encourages them, what makes them have odd obsessions (I'm looking at you, @Sothantos) - is really fun, and allows for a better connection with the character in question.
Do you prefer roleplaying as your god character or animating denizens more? Why?
I love the interactions and general presence that Aurora has, but denizens allow me to be absolutely anything at any given time. I don't think I have a preference.
If you're a patron, what sorts of traits make mortal org leaders good to work with versus terrible? Do you think of mortal leaders (oocly) as volunteers, too, or no difference to the rest of the playerbase?
I think I speak for everyone when I say that we take the commitment of mortal leadership seriously. There are moments where it will be incredibly rewarding, but it also comes with a lot of responsibility that many just don't understand until they're in the position themselves. They set an example for the rest of the organisation, and that's something that should be taken seriously. It requires a lot of patience, involves a lot of administrative tasks, demands a lot of time, and is often a thankless job. It also takes a special sort of person to take on that role, and to do it well.
In terms of traits, I think that a good leader should be willing to take risks, have new ideas - whether big or small - for the faction/organisation, put the faction
/organisation's best interests above all else, uphold existing factional/organisational themes, and should promote a sense of community.
There is a difference between a mortal and a mortal in leadership - to me, at least - but only in as much as they're held to a far higher standard.
Targossas war strategy 2020: use rory targ smites w/death AoE 4 kills
The Divine voice of Twilight echoes in your head, "See that it is. I espy a tithe of potential in your mortal soul, Astarod Blackstone. Let us hope that it flourishes and does not falter as so many do."
Aegis, God of War says, "You are dismissed from My demense, Astarod. Go forth and fight well. Bleed fiercely, and climb the purpose you have sought to chase for."
Inspired by the response about Orders being in a sense the Divine's playground, I am curious. Is there anything you wish your Order did more of in particular? Whether because the chance does not often comes or is not seized, or whatever other reason there might be? I know the question is perhaps a bit personal in a sense, but I am curious.
This likely applies to more than just me, but I wish my order would take some of the lore, stories and structure I have dropped on them over the years and run with it. There is so much potential for great stories and fun there just waiting to be explored.
Are there any common reasons why Gods would disappear? I imagine there are all sorts of personal reasons, but if there are also game-related reasons, is there anything players can do to avoid the loss? Or rather, what are the things players should not do if they want to keep their Gods alive and kicking/zapping?
Almost all of the time, it's simply other aspects of life taking priority.
Could be answered by any of you, but what are you expecting players to get out of God interactions? What is your goal during those interactions yourself? Using Aurora as an example, the majority of the time Aurora has interacted with Targossas since I've been around has mostly just been to punish someone or complain about something we did that she dislikes or kill someone for asking her a question, the list goes on. Of course, this is only what I see from the perspective of outside looking in but if the goal is not to add things that contribute positively, or provide interest or intrigue... then what is the goal? I can say with all honesty that if my interactions with any Divine were to be limited to getting killed or insulted by them only, I don't think it would matter to me whether or not they were active.
Due to how long Aurora and Deucalion had been gone, it's safe to say that Targossas was used to being without a patron, especially one who held them accountable for their actions - no matter whether those actions were seen to be positive or negative. This may sound harsh, but if the only interactions you're party to are negative ones, then I promise you that it brings me no pleasure to have them. In fact, my consumption of tea and toblerones dramatically increases. It is simply the case that Targossas has sworn to defend and protect Creation, and if they are putting personal agendas above that responsibility then they will certainly know of Aurora's disapproval.
Generally speaking, this approach applies to any theocracy. We have the privilege of having clout behind what we say, but we also have the burden of condemning those who do not take the responsibility of their charge seriously.
@Aurora How difficult was it to decide to take the role, knowing the history of the previous volunteer and unfortunately the most recent news? Similar to a previous question, were you given some/a lot/no notes to give you an idea of how to get into it?
I won't lie, it was incredibly difficult. The team were so, so supportive, and it was that which allowed me to feel confident in my decision. I'm lucky in that I have all of the notes for Aurora that were ever made, but even now I'm still researching for anything from the very first iteration of the role. I think I always will be.
Without going into too much detail, I knew Lindsey incredibly well. She was such a bright spark in my life, and I miss her terribly. It felt like a betrayal to log in as Aurora, afterward. But, you know what? She'd want me to embrace every single thing in my life with all that I have. So, here I am!
Inspired by the response about Orders being in a sense the Divine's playground, I am curious. Is there anything you wish your Order did more of in particular? Whether because the chance does not often comes or is not seized, or whatever other reason there might be? I know the question is perhaps a bit personal in a sense, but I am curious.
This likely applies to more than just me, but I wish my order would take some of the lore, stories and structure I have dropped on them over the years and run with it. There is so much potential for great stories and fun there just waiting to be explored.
Edited slightly.
In what ways do you feel is best to explore these options? I remember in particular Ailea and Ysela doing their best to run with the lore (especially the protectorate). Is it more city integration or other sort of things? I ask bc I absolutely love the infernal lore you fleshed out, and it makes Evil so much richer!
@Aurora How difficult was it to decide to take the role, knowing the history of the previous volunteer and unfortunately the most recent news? Similar to a previous question, were you given some/a lot/no notes to give you an idea of how to get into it?
I won't lie, it was incredibly difficult. The team were so, so supportive, and it was that which allowed me to feel confident in my decision. I'm lucky in that I have all of the notes for Aurora that were ever made, but even now I'm still researching for anything from the very first iteration of the role. I think I always will be.
Without going into too much detail, I knew Lindsey incredibly well. She was such a bright spark in my life, and I miss her terribly. It felt like a betrayal to log in as Aurora, afterward. But, you know what? She'd want me to embrace every single thing in my life with all that I have. So, here I am!
I think she would be happy to know someone close to her took the role and is giving it life. That's really awesome. She certainly shaped a large majority of my play time, I would not be where I am today without her.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Sartan said: Total War:Three Kingdoms, and I am sure there are a few more I am forgetting.
no warhammer?
Is it any good? I have only played Space Marines, which I loved, but I only recently got into the Total War series due to Three Kingdoms. I used to play Romance of Three Kingdoms back in the day a ton and was very excited when I heard about the new game.
i think it's great, and i have been playing TW since like... shogun. there's something great about most factions, there's a huge variety, and you can kill 1000 ratmen with one spell as a space lizard mummy
Inspired by the response about Orders being in a sense the Divine's playground, I am curious. Is there anything you wish your Order did more of in particular? Whether because the chance does not often comes or is not seized, or whatever other reason there might be? I know the question is perhaps a bit personal in a sense, but I am curious.
This likely applies to more than just me, but I wish my order would take some of the lore, stories and structure I have dropped on them over the years and run with it. There is so much potential for great stories and fun there just waiting to be explored.
Edited slightly.
In what ways do you feel is best to explore these options? I remember in particular Ailea and Ysela doing their best to run with the lore (especially the protectorate). Is it more city integration or other sort of things? I ask bc I absolutely love the infernal lore you fleshed out, and it makes Evil so much richer!
Just inquiring as and engaging the various denizens and other players is a good start. @Ysela and @Ailea did try to run with it a little, but in most cases they were looking for direct answers to the big questions, versus trying to work their way through the mystery.
In short, do some investigating. Inquire and try not to become the person who believes they have seen and done it all. Those types are prone to miss out on things because "it's the same thing as before"
I am curious which parts you are talking about, so DM me the specifics.
@Aurora as a divinity in charge of a city that worships two Gods, what would you say is the biggest struggle you will or have faced in Targossas, and what do you foresee as being the biggest struggle likely?
And final question for now is going to the boss man!
@Phaestus how would you like to see your religion and faith best represented, and what area of your faith do you think is least represented currently?
Also want to take a brief moment to thank all the Gods who have taken the time to chat with us and answer our questions!!! This has been awesome, rarely find a reason to use the forums!
Does the Garden as a whole believe the Bal'met age worked as they intended?
I ask because I've heard it said that part of it's needed reason was a lack of volunteers to fill the roles, and possibly getting more player interaction into the remaining orders rather then dispersed as it was.
Secondly, if you could bring back any of those lost since, who and why?
Excellent thread, and great responses from all. Thanks for talking the time to answer such!
@Pandora how difficult was it to transition her into the Wayward Heir and was it your idea, the the admins, or a combination therein
I would wager that the idea of Pandora growing up is not entirely unique. It would not surprise me if people were discussing it all the way back with the original volunteer, so it is not as if I came up with the concept out of the blue. Other people in the Garden suggested it before I did, and I just agreed it would be nice. Once I decided to be Pandora, it was up to me to put the exact concept and idea into words and something more concrete, but the entire Garden assisted in the process.
As for difficulty, the difficult part was writing up a proposal that was satisfying to myself and the rest of the Garden, but beyond that I would not say it is harder than fleshing out any other role. People will cling to old Pandora, but that is their right and something they can add to their story whether they accept her growth or not. A lot of characters will also find issue with the way new Pandora is much less harmless but, again, that is their right and not something I worry myself with. While there are a lot of challenges to being a 'neutral' god that is more openly antagonistic at times, that is less a result of the transition itself and more something I could have run into in a number of godroles.
Comments
Aegis covered most of this, and it is worth keeping in mind that at least half of burnout is something you cannot directly influence or stop as a player. Volunteers have lives, their interests shift, they might hate someone else in the Garden (though this has not happened in real life years, it is still a possibility). Over on the Aetolia forums, one of their producers or volunteers answered a similar question by pointing out that while all these uncontrollable variables exist, the remaining causes for burnout come from interactions with players.
Not just in this thread, but in general, I see a lot in regards to accepting defeat and being willing to lose and roll with it. Do you think when you were players, you were as willing to accept defeat and let it shape your character as much as you wish players would now? Do you think of defeat and loss as an integral part of player enjoyment? At least from a personal perspective, having been on the losing end of things for 7 months now in Ashtan, I admit I become more and more meh about it lately. What would your advice be to a player that was becoming disillusioned with their current perceived place on the bottom of the "winning" board?
I'm not sure on the wording for some of these questions, so feel free to rework them or just spitball personal thoughts.
Disappearing from Achaea for now. See you, space cowboy.
smileyface#8048 if you wanna chat.
Disappearing from Achaea for now. See you, space cowboy.
smileyface#8048 if you wanna chat.
Losing sucks, yeah. We're not saying it doesn't, or shouldn't. What we're saying is:
a) the possibility of losing doesn't mean you shouldn't try
b) trying to no-sell losses because "nothing matters anyway" or "nothing will change" is crappy out of character rhetoric that puts you in a mindset to feel less engaged with Achaea, and less likely to engage with emerging stories or interesting RP opportunities
c) you shouldn't dwell on your losses forever, try to find a way to move forward and make the best of it. Don't spend all your time complaining about the loss, or blaming yourself (or your fellow Achaeans) for what happened (unless it is genuinely their fault, in which case do it ICly, not OOCly)
I'll leave this with a relevant quote from an upstanding starship captain:
"Tradition is the chain by which fools are bound."
Other types of games, MMO's mostly, though I haven't played any other than FFXIV for the past... six years?
Other than that, things like Rimworld, Terraria, and sometimes I drag Aegis to play minecraft.
As for learning anything in my time in the Garden that made me reconsider opinions... well, I'll just echo Phaestus here. Ships, the wilderness, and heraldry are NIGHTMARES.
Disappearing from Achaea for now. See you, space cowboy.
smileyface#8048 if you wanna chat.
Is it any good? I have only played Space Marines, which I loved, but I only recently got into the Total War series due to Three Kingdoms. I used to play Romance of Three Kingdoms back in the day a ton and was very excited when I heard about the new game.
Aegis, God of War says, "You are dismissed from My demense, Astarod. Go forth and fight well. Bleed fiercely, and climb the purpose you have sought to chase for."
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
I'm curious, how many wins do you each have?
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Also want to take a brief moment to thank all the Gods who have taken the time to chat with us and answer our questions!!! This has been awesome, rarely find a reason to use the forums!
I ask because I've heard it said that part of it's needed reason was a lack of volunteers to fill the roles, and possibly getting more player interaction into the remaining orders rather then dispersed as it was.
Secondly, if you could bring back any of those lost since, who and why?
Excellent thread, and great responses from all. Thanks for talking the time to answer such!