tl;dr version: I think game mechanics should be fleshed out with IC lore that addresses and explains them, and not necessarily always dodged or hand-waved. |
I'm just going to toss some things out here that I've been thinking about for a while in a hope to get some other player's (and hopefully some GM) takes on them.
Much of this is driven by the fact that I prefer it when the mechanics and the setting of a game maintain cohesion and acknowledge one another. An example of this would be the natural gravitation of gathering spots to organize in locations with favorable mana conditions for multiple guilds, particularly holy and life.
So, with that in mind...
TDPs
I know what TDPs do, but what isn't so clear is just what TDPs are. It's fine and dandy that characters receive TDPs based on guild circle promotions and for their dedication to training. The real questions come down to:
Who issues/grants TDPs?
On the surface it would seem fairly easy to say they're granted by the recognized guilds to their members, in recognition for their dedication to excellence, or something along those lines. This doesn't explain the initial 600 TDPs one gets out of the Character Manager, however, nor the TDPs that Commoners are currently (and perhaps will continue to be) able to earn. The question of Necromancer TDP gain and spending is also an elephant in this particular room.
How are they tracked?
I'm fine with just handwaving and saying "they just are," on this one, but it's still a valid question.
Why are the training facilities for TDPs organized the way they are?
As far as I'm aware each province has just one place to train any particular stat. Some of these places make sense; dedicated academies of agility and collegiums of reflexology and such. Others not so much. That aspect aside, are these places specifically established or accredited by any particular authority? Are they simply places that the Adventurer Class of society has learned to utilize to these particular purposes?
Skills and (in particular) Ranks
This has been hashed out a lot over the years, but I'm not afraid to bring it back up yet again. I'm happy that we have an EXP RP option, but it still doesn't answer some of the obvious questions of the setting.
How do Guildleaders discern individual skills down to the particular rank?
This one, to me, is the biggest argument in favor of the IC-ification of the rank system. Even EXP RP alludes to it with some of the levels containing XXth degree <whatever>, etc. This is really more of a statement than a question on my part, I'll admit. I find things like discussing skills down to the rank a perfectly IC exercise, which I have avoided doing for years now, because I know there are a lot of people who do not. I would just like to challenge that aversion.
To me, it seems the discussion of having 512 ranks of Brawling is the same as a character in Dragon Ball talking about having a power level over 9000. The setting supports it, it's not OOC. /rant
Furthermore, though I think it's something that should stay well down the priority lists, I'd kind of like to see commands like TELLEXP and TELLSTAT be reflected in some IC manner. TELLEXP is basically the same thing our characters apparently do when they go ask their Guildleader to assess their readiness for a circle promotion.
Time
Going to try to keep this brief because it's a dead horse and I know it, but I'm going to whip it quickly nonetheless.
Would it really hurt to just sync Elanthian time with real time and just allow characters to acknowledge that there are 3.6 (or whatever it is) day/night cycles in a day, that an hour is an hour, etc.?
I'm not sure which is more jarring to me when I'm talking to people really; the people who try to adhere to Elanthian time but then don't know how to properly utilize the grammar of Gamgweth (and even those who can, can't honestly tell you exactly what Elanthian day/time something in the moderately distant future will happen, through no fault of their own), or the folks who try to make it easier on everybody, but who feel obligated to use terms like "Elven Time," or "By the Eastern Bells," etc.
I respect both groups of people, I understand where they're coming from, I just think the whole Elanthian time thing needs to be retconned out and a real-world time analogue put in its place.
The Adventurer Class
This is one of the most interesting thing about the setting to me, but it's also something that seems to go largely unacknowledged. While our characters are a distinct minority, they do constitute a disproportionately powerful Adventuring Class within society. Though it's very rare to ever see a character, whether PC or NPC acknowledge that fact openly. I'm not sure when the last time I saw it happen was, other than my own character's occasional references.
Members of this Adventuring Class of society are essentially Bourgeoisie with super powers. They occupy the positions within the provincial royal courts without being royal themselves, etc. Judging by most character backstories, they have risen from the lesser social classes or seem to be born into adventuring families. The Immortals themselves acknowledge adventurers as something special and apart from the rest of the schlubs, and grant them their favor. Many of the abilities possessed and taken for granted by the Adventuring Class strike terror into the hearts of the casual passer-by, not to mention their treatment of death as a minor inconvenience.
All of the above is why it sort of confuses me that there is no specific lore surrounding the existence of this particular social class, and in discussions it never quite gets brought up. Was there ever a "rise of the Adventurer Class?" Or has it simply always been that way from the beginning of the world? It makes for an interesting paradigm within which some people truly are discernibly superior to others, not on the basis of some claimed divine right, but because by simple empirical fact they just are.
A pop-culture example of what I mean can be found in the graphic novel Watchmen, or the film based on it. The writers essentially took the real world and then inserted the concept of the "Costumed Hero," and extrapolated a possible alternate history based around their existence. Frankly, as cool as the story itself is, that aspect was probably the most fascinating part of it all, to me. The way societies would react to such people is really something that I think could be explored in much more detail by everybody involved, players and GMs alike.
Gathering Spots
I hadn't even thought about this one until I started this post, but after writing the last section it sort of clicked for me.
Adventurers gather at particular spots, driven by various factors. What is surprising to me, is that so many of these spots remain relatively undeveloped. I've seen plenty of people petition the GMs OOC to put a bin here or a bucket there, because that's where everybody hangs out. But why do no characters ever seem to petition the rulers of the various provinces to provide better amenities for them at the places they choose to congregate?
Using Riverhaven for an example; if a good deal of the members of the most powerful, wealthy non-noble social class in a realistic setting chose to more or less live outside of the city Dry Goods Store, I don't think it would be long before the store itself would be forced to relocate. The area would likely be transformed into (at least) some sort of more amenable plaza, rather than the open street it is currently.
It's unfortunate that petitioning nobles is antithetical to my character's personal convictions, because I think it would be a lot of fun to RP a quest to establish particular rights for, or at least concessions toward the Adventurer Class.
Alright, well that was all a whole lot more than I intended to post when I started writing this, but if you've read this far, thanks. Also, apologies for the parts where I digressed into rant territory.
Hopefully some of it will give people something to think about next time we're all going about the mechanical aspects of the game, or trying to figure out just why it is that we're not openly acknowledging them.
Ogdaro
"Take chances and see what you can get away with, it only costs you a favor or two if you mess up." -Issus