Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/09/2011 02:47 AM CST
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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
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/09/2011 03:58 AM CST
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Not commenting on the rest of the post but this has always been my take on TDP's..

TDP's are Time Development Points. They're an OOC way of representing the fact you need to (for example) spend 100 minutes running in the wheel to build stamina w/o actually making us waste 100 real minutes doing nothing but type run wheel run wheel run wheel. As for the places where adventurers use the TDP's, if you're viewing it IC, the trainers don't check a magic sheet and say "Oh, you have 100 TDP's." You go in, and work, and get a bit stronger, faster, smarter, whatever. As for why there's one per area, supply and demand. There's not a lot of people skilled enough to make someone improve, and so they space out so as to not be competing with each other and limiting the amount of money they make. Their only "accreditation" is the fact they produce results.

As far as the TDP's from the character manager, that's supposed to represent your character's abilities in life up to that point. The one's you get when joining a guild, or advancing, represent the increase in abilities while going through your guild's training. Despite the fact joining, and advancing, are nearly instant, I've always assumed "IC" it takes a long time to be trained up as a paladin/cleric/moon mage/etc...

Again, this is all just MY take on it, and probably not well explained at that. There's a bit of handwaving involved due to mechanics restrictions, but there's not much way to avoid that w/o GM's doing some massive, even more so than what they're already doing, recoding of the stat system.


DRPrime - Celeres Turrance
DRPrime - NecroUnknown
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/09/2011 04:19 AM CST
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>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.

It's like asking why there's no specific lore about rich people.

In my opinion, there not a class so much as a group people who have risen to the top of the heap because everyone else either doesn't try, or died.



"Your suffering amuses me" -GM Raesh

Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
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Blunts for Sale:
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/09/2011 10:52 AM CST
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First of, awesome post. Each one of your sections could be a thread unto itself, so I'm just going to cherry pick out of context phrases and respond like I know what I'm talking about*.

>I just think the whole Elanthian time thing needs to be retconned out and a real-world time analogue put in its place.

For God's sake, yes please.

>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.

What really annoys me to no end about this is how dismissive certain situations are about the adventuring class. There are characters who (if the mechanics allowed) could single handedly level and entire city in a day and a province in a week, and yet time and again I've seen GMs push their auto-pwn button or dial up their hero/villainGMPC to 2k ranks and go about like the adventurers are just as worthless as the "rest of the schlubs". This is the primary reason I no longer try to involve myself in events more complex than "kill the random critters invading location X". Of course I understand that the other side of that coin means real and lasting consequences for our character's actions.

>Gathering Spots

The attitude behind the curtain is certainly better than the one that closed the crossing bank, but I would still like to see more deference given to building, maintaining and encouraging gathering spots. I understand it's a lot of work, so I would love to see GMs dedicated to the task of sprucing up the "place where the cool kids are" de jour. I know it changes and so should the amenities and conditions available at said spots. (Just not at the expense of other stuff; yes I both want my cake and I want to eat it)

*I probably don't know what I'm talking about.
~Hunter Hanryu
http://drplat.com/CombatEquipmentCompendium.xls
http://tinyurl.com/HanryuTanning
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/09/2011 01:09 PM CST
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>>TDPs.

They're called XP points in other games, in terms of acquisition. It's just a generic way to track that you've been actively training over time, which naturally results in stat increases (for some reason). There is really nothing about the system that's IC.

Play "My Pet Protector" on Kongregate sometime. I can't figure out how to explain why you should, but it's relevant and you'll see why pretty fast.

Honestly, I prefer the D&D system of rolling at character creation and never getting a systematic way to tweak it.

>>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.

Interesting.

Agree. Surprised I agree.

Disturbed.

>>I just think the whole Elanthian time thing needs to be retconned out and a real-world time analogue put in its place.

On the fence about this. I just wrote out an argument against and an argument for in my head and meh.

>>The Adventurer Class

That needs a separate post. Which I will write after I step away from the computer for a bit.

>> Gathering Spots
>>I understand it's a lot of work, so I would love to see GMs dedicated to the task of sprucing up the "place where the cool kids are" de jour. I know it changes and so should the amenities and conditions available at said spots. (Just not at the expense of other stuff; yes I both want my cake and I want to eat it)

Hmmm.....

http://www.raphkoster.com/2009/03/10/some-zone-design-lessons/

It would be worth it to start logging hits in rooms for dialogue, and then mark traffic spikes as gathering points. Like.... 1000+ hits of speech or random emotes per day for over a month, automatically spawn a bucket there or something. <shrugs>
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/09/2011 02:59 PM CST
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>>I just think the whole Elanthian time thing needs to be retconned out and a real-world time analogue put in its place.

The worst part is that it's halfway retconned where minutes and hours are still technically IC but assigned to wholly random intervals of time from an IC perspective. (Why would anyone reference 3.6 minutes or 216 minutes [3.6 hours] as a discrete block of time?)

The game wouldn't suffer from an adjustment to match up each in-game year with a three month RL period, either.
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/09/2011 03:34 PM CST
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So, to start, I need to disagree with Caraamon, because that's the best way to start anything.

>>It's like asking why there's no specific lore about rich people.

Honestly, there ought to be specific lore for this, too. Especially since we have a Trader guild with an adventurer contingent that's not necessarily connected with Houses Chelochi, Moglin, Odalva, et. al. It's merely not as important because not every PC is rich or came from a rich background.

>> While our characters are a distinct minority, they do constitute a disproportionately powerful Adventuring Class within society.

But there isn't an Adventuring Class. There is a motley group of people loosely understood to be adventurers, but there isn't a specific set of markers (as you have for rich people: their wealth) that set them apart. It's true that all adventurers have favors, for instance, but so do a fair number of non-adventurers.

>>Members of this Adventuring Class of society are essentially Bourgeoisie with super powers.

They also have an interesting set of restrictions: they are entirely beholden to a guild of practitioners and their representative authorities, and their achievements are quantified as "circles" as a general standard inside these institutions.

Their powers and abilities are extremely well-documented, at least internally in the research arm of their institutions, and thus also extraordinarily reliable. It is extremely rare to find adventurers conducting significant research or experimentation.

>>Was there ever a "rise of the Adventurer Class?"

Unlikely. The nature of the adventurer is that she defies social order by adventuring. Major cities sponsor these individuals with an early loan, but beyond this, their role is to sever ties with their home communities and embrace a life punctuated by danger. They might eventually return to re-establish these ties, or root themselves somewhere else, but the monomythical call to adventure does happen for all of them for however brief a time.

There is a worthwhile opportunity for someone to create a fiction about the economic incentive Crossing and Riverhaven had to fund these unpromising wanderers.

Also, a story or two about early discoveries on gaining favors would be worth writing.

And lastly, it'd be interesting for stories to be written where adventurers spend time interacting with the faceless masses. A paladin spending time drilling the provincial military or a cleric ministering to a congregation. That latter has interesting implications for resurrection: since we can't resurrect the favorless, that probably includes parishoners.
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/09/2011 03:51 PM CST
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>> Gathering Spots

The worst part about about the whole "bucket" thing is that even homeless people in the worst parts of the world can find a drum to start a fire in...

Yet people that earn enough money to buy the minstrel 10 times over, can't afford to put a trashcan where they want one?

>> Time

Standardize please.

>> TDPs

What might be an interesting shift (if one were every made) would be what Lell is talking about in a different folder. It would be neat if you could set your "goal stat level" and then just as you TDPs based on your goals it slowly ticks them up towards that goal. That's a lot clearer in my mind than it came out I think...

>> Adventurer Class

When I was in high school, a long while ago, this was a discussion we had about the commoners walking around outside a pub in a gaming group we had - it's even highlighted in several Youtube videos when a mage vaporizes a goat herder with a level 3 spell. While not probably not possible, it would be neat if more commoners were spawned in cities and and just walked around... stealable, killable, etc.

Great questions by the OP!

-The Not So Common Halfing
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/09/2011 04:30 PM CST
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There are two options when you start playing with a fantasy setting that follows the general D&D progression logic of lone adventurers who by merit and hard work alone can virtually (or even actually) rise to godhood.

1) You depict what is essentially an alien society to account for the overwhelming influence of medieval superheros.

2) You depict a normal (or a Hollywood normal, anyway) medieval society, where the influence of these people have been implicitly mitigated on the large scale.

For better or worse, the original designers of DragonRealms chose #2.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/09/2011 04:51 PM CST
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When characters become aware of the artificial nature of their universe or of the existence of an outside universe, Elanthia begins to resemble the set of The Truman Show.


TDPs and Ranks

TDPs and ranks don't exist as far as characters are concerned. The numbers are an imperfect model of your character (for the benefit of the player and the system). You wouldn't say that you have 100 ranks in driving or that you spent 87 TDPs to complete your cardiovascular training; neither would your character.

This is why DragonRealms has an RP syntax for ranks. It's as objective as numbers (though less precise in most cases) but less OOC than speaking of numerical ranks. (I wish that we had something like this for stats.)

>>RockyWilliams1479: Despite the fact joining, and advancing, are nearly instant, I've always assumed "IC" it takes a long time to be trained up as a paladin/cleric/moon mage/etc...

This is how I view stat growth.


Stat Training Facilities

I think of them as something like health clubs with personal trainers. Under competent instruction, you spend time and effort to develop some quality of body or mind.

If it were up to me, I would do away with dedicated stat training facilities, allowing players to raise their stats anywhere, provided that the character has enough TDPs. This would be more consistent with the idea that what we call "stats" (physical and mental qualities) gradually improve as a result of life experience.


Time

Having a separate time system can add depth to the continuity. However, the sense of immersion is spoiled by the endless confusion that the time system causes. The biggest problem is that there is no easy IC way to tell someone about future dates and times. This leads people to use jarring euphemisms for OOC time, such as "Elven time," the "Eastern clock," and "nine strikes on the Eastern tower." (I'm still waiting for someone to refer to Pacific Time as "Prydaen time.")

Second, the current system creates ambiguity. Sometimes, you simply don't know whether the person is using IC time or OOC time. (When a person says "day," is he talking about Elanthian days or Earth days?) Even when players are being IC, they sometimes get it wrong, and even when they're right, they can't tell you absolute dates/times for future events without plugging the Earth date and time into a Web site.

Sometimes, the units themselves are ambiguous. Take this description of andaen from The Elanthian Calendar (a book):

>>Each of the months is, as was pointed out above, divided into 10 "weeks" of 4 days each. These groups of 4 days are each named after one of the great divinities of Elanthia. . . . The word "andu" (pl. andaen) literally means "day" in High Gamgweth but since each of the "days" here is actually four days long, "weeks" is the more common translation.

There is no good IC explanation for why the Gamgweth word for week is "day." It was probably just an attempt to remind the player that an andu is the same length as one Earth day, but unfortunately, it just muddies the water. Another source of ambiguity is the hour. Many people refer to one anlas (30 minutes) as an hour, but there are actually two Elanthian hours in each anlas. Add to that the inability to tell whether someone is using IC time or OOC time, and "hour" has three possible meanings: 15 minutes, 30 minutes, or 60 minutes.

Retconning the time system to make it more consistent with Earth time would reduce confusion and obviate the "need" to make OOC references to time. If Simutronics changed nothing else, making the time of day consistent with Eastern Time would make things a lot easier for everyone. That way, you could say things like "9 o'clock tomorrow night" without confusing people or being OOC, and you wouldn't have to type TIME to know whether your character should say "good morning" or "good night."



Mr. Gorbachev, tear down this wall rank!
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/10/2011 12:22 AM CST
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>If Simutronics changed nothing else, making the time of day consistent with Eastern Time would make things a lot easier for everyone.

Err. This may go a step too far, unless you're also willing to throw out the (useful) 4:1 time scale.

~ Pansophist Kougen

Knowledge is not power. Power is a trinket, a mere bauble, a distraction. Knowledge is an end unto itself.
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/10/2011 12:30 AM CST
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>>Kougen: Err. This may go a step too far, unless you're also willing to throw out the (useful) 4:1 time scale.

Considering that no one seems to know how to say when an event will take place without talking about Elven towers, I'm not sure how useful that scale is.

Or are you suggesting that roundtimes, travel times, etc., would have to be changed if the days were four times as long?



Mr. Gorbachev, tear down this wall rank!
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/10/2011 12:52 AM CST
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>>Considering that no one seems to know how to say when an event will take place without talking about Elven towers, I'm not sure how useful that scale is.

Reducing our time compression creates some practical concerns for Moon Mages (and everyone else, if we reach the point of making the seasons and day/night cycle more meaningful than they currently are).

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 10:07 AM CST
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>>Reducing our time compression creates some practical concerns for Moon Mages (and everyone else, if we reach the point of making the seasons and day/night cycle more meaningful than they currently are).

Sort of. Many players play during the evening hours (in "Elven time") and thus it would be a net boon for many Moon Mages.

But I'm not sure time compression was the argument unto itself. If you simply plied it out logically (i.e. one "Elanthian" hour = 15 minutes real time) it would, without a doubt, end up being less confusing than the current Gamgweth mess that provides almost no way to address future points of time because it quickly gets ludicrous. Elanthian time isn't something I spend time dealing with, so it's not something I'm likely to adapt to. Similarly, Gamgweth forces me to think about its meaning and mentally translate it because it's not a functional language and I don't spend time dealing with it. When I'm addressed in Spanish, my thought process switches to Spanish. If I need to translate it, that's a different issue, but much easier to solve because it is a real language with a similar grammatical construction (to English).

>>For better or worse, the original designers of DragonRealms chose #2.

Which is slowly being eroded, but I have to emphasize slowly. The game's been around almost 15 years and it's only just starting to be legitimately affected by the adventurers. For GMs it's a losing battle, since they can't adequately explain why nobles remain nobles (and social constructs remain intact) in the face of people with the ability to wipe out their entire army in minutes. Some address the issue head-on, which is admirable, while some toss it on its head by suspending disbelief to the idea that even if adventurers are the best there is at what they do, the local guardsman is, without a doubt, better at what they do. That's not exactly as admirable.

NPC leaders should either inspire or conspire to remain in power, and that's a standard I'd like to see held up. Fighting adventurers head-on should be a losing proposition for the levers of authority as they exist now, because it really would be a losing proposition. Plus, it makes the continued social construct coherent to itself.
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 10:57 AM CST
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<<while some toss it on its head by suspending disbelief to the idea that even if adventurers are the best there is at what they do, the local guardsman is, without a doubt, better at what they do. That's not exactly as admirable.>>

I'll happily and continually disagree with this statement as written.

GM Jaedren
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 11:12 AM CST
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<<Sort of. Many players play during the evening hours (in "Elven time") and thus it would be a net boon for many Moon Mages.

And many players play during the morning hours and thus it would be a net loss for many Moon Mages.

The way that many, many Moon Mage abilities are designed, the day-night cycle cannot be lengthened without seriously impacting a person's playing experience regardless of when they play. There are planets only visible during the day, constellations only visible during the night, spells that can only be cast at night, spells that are more powerful during the day, etc.

Right now the day night cycle is short enough that even though its always the same time of day at any given time, a player can reasonably be expected to see both day and night even in a relatively short play-time. Expanding the cycle beyond the current 6 hours it occupies now (e.g. 12 or 24 hours) would be craptastic as it would most likely lead to a player always playing in either the day or the night. If the cycle was made to not be a factor of 24 hours (e.g. 9, 15, or 18 hours) to allow for variation in the time of day from one play session to the next, that would just make things more complicated than now which is even less desirable.

Short version: Keep it the way it is.

-Evran

"RAGE + TEAR + EYE + RESO + HARM + DRUM + MISD + PRIDE + Your choice of Cyclic + AoE stun/knockdown as needed without losing buffs = OMG! I just crapped my pants!" -Evran
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 11:28 AM CST
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>>For GMs it's a losing battle, since they can't adequately explain why nobles remain nobles (and social constructs remain intact) in the face of people with the ability to wipe out their entire army in minutes. Some address the issue head-on, which is admirable, while some toss it on its head by suspending disbelief to the idea that even if adventurers are the best there is at what they do, the local guardsman is, without a doubt, better at what they do.

That's as much a problem with setting as it is with the systems being built to prop up player ego more than they're built to enforce setting consistency. Culturally, players have a presumption that they should be the best at what they do... despite the fact that they don't actually do anything, because actually having an effect on the game world means that skills are less trainable and the game is thus less playable.

Players are like voters. They go to the polling station once a year, mark up a ballot, drop it in and believe they're helping govern their society when all they're doing is little more than roll call in grade school.
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 12:16 PM CST
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>>For GMs it's a losing battle, since they can't adequately explain why nobles remain nobles (and social constructs remain intact) in the face of people with the ability to wipe out their entire army in minutes. Some address the issue head-on, which is admirable, while some toss it on its head by suspending disbelief to the idea that even if adventurers are the best there is at what they do, the local guardsman is, without a doubt, better at what they do.

Sure, War Mage Bob can wipe out Ulf'Hara Keep at a moment's notice, and the strong majority of the standing army, but that requires one to ignore that nobleman X isn't empowered on a similar scale and/or doesn't have his own hired guns that are just as strong if not stronger.

We're eventually always going to have to deal with suspending reality for the sake of gameplay. Why can't a Bard learn another spell until he gets two more ranks of multi? Why does the acid spitting Necrolord get torched without fail by an angry mob of gibbering commoners? Why do I need stealing ranks to take an envelope from a store when I have the combat ranks that imply I could easily just kill the store owner and take all his goods? Why are not all locked doors pickable? Why does training 300 ranks of medium edged with a cutlass suddenly make me just as effect at using a foil? How can a Gnome wear a suit of armor that was just being worn by a Gor'Tog? Etc etc etc.



"We're not "out to get you," we're here to enhance your playing experience with extreme prejudice.," DR-ARMIFER
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 12:44 PM CST
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<<while some toss it on its head by suspending disbelief to the idea that even if adventurers are the best there is at what they do, the local guardsman is, without a doubt, better at what they do. That's not exactly as admirable.>>

>I'll happily and continually disagree with this statement as written.

Which part?

~ Pansophist Kougen

You search the Dragon Priest assassin.
The assassin was carrying some knee-high snakeskin boots and a medium red beryl!
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 12:51 PM CST
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>>Which part?

I assumed Jaedren was referring to the ambiguous pronoun antecedent, honestly.
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 12:52 PM CST
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<<Which part?>>

The part that states that it is somehow inferior game design/manipulation to not allow 'adventurers' free reign over the game world sans appropriate consequences.

Because really, that's what it boils down to. Sure, the adventurers can wipe out an army in the blink of an eye... but that's because it's a game full of paying customers. Were I to truly make a realistic response, the local leaders would simply annihilate any adventurer that posed even a slight potential threat to their seat of power. All well before they became anything resembling the powerhouses we allow them to currently.


GM Jaedren
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 12:56 PM CST
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There's been a lot of good stuff posted so far, thanks for humoring what was a long, rambling late night post. Just some of my own responses to some of it...

>>1) You depict what is essentially an alien society to account for the overwhelming influence of medieval superheros.

>>2) You depict a normal (or a Hollywood normal, anyway) medieval society, where the influence of these people have been implicitly mitigated on the large scale.

>>For better or worse, the original designers of DragonRealms chose #2.

This is fair enough. For much of the time that I played DR I never saw any problems with that. Over the last few years though, I've started to feel that things could have been a bit more interesting and unique if a bit more of #1 had been tossed in.

Part of the reason I was inspired to write the original post was because I had just finished catching up with reading over at www.erfworld.com and the mechanics-as-world-component nature of that story setting got my brain rolling. For anybody not familiar with Erfworld, I suggest starting at the beginning. Reading some of it will explain a lot more of what I was trying to suggest than I can.

>>When characters become aware of the artificial nature of their universe or of the existence of an outside universe, Elanthia begins to resemble the set of The Truman Show.

I don't agree. Our characters have no frame of reference to realize that artifice plays any part in their universe. The way things work for them comprise the essential physics of their world.

>>Reducing time compression

I'm against reducing the compression of day/night cycles. The only part I care about is alleviating the end-around that we all have to do when we want to discuss when something will happen.

>>>>while some toss it on its head by suspending disbelief to the idea that even if adventurers are the best there is at what they do, the local guardsman is, without a doubt, better at what they do. That's not exactly as admirable.

>>I'll happily and continually disagree with this statement as written.

I have no problem with the concept of NPCs that can compete in power with even the high-end PCs. The setting would suffer if this weren't the case. I do agree that there are times when it can be taken too far, to the point where it breaks suspension of disbelief, though. I couldn't honestly try to lay out any hard-and-fast rules on how I think it should be handled, however, so I'll just continue to trust the GMs do their best and say that's good enough for me.

>>Why can't a Bard learn another spell until he gets two more ranks of multi? Why does the acid spitting Necrolord get torched without fail by an angry mob of gibbering commoners? Why do I need stealing ranks to take an envelope from a store when I have the combat ranks that imply I could easily just kill the store owner and take all his goods? Why are not all locked doors pickable? Why does training 300 ranks of medium edged with a cutlass suddenly make me just as effect at using a foil? How can a Gnome wear a suit of armor that was just being worn by a Gor'Tog? Etc etc etc.

All of these are very good questions. In some cases perhaps hand waving is the simplest way to go, but in many of them I think it wouldn't hurt to have our characters acknowledge them and incorporate them into their understanding of the world they inhabit.

Ogdaro
"Take chances and see what you can get away with, it only costs you a favor or two if you mess up." -Issus
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 01:07 PM CST
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>Were I to truly make a realistic response, the local leaders would simply annihilate any adventurer that posed even a slight potential threat to their seat of power. All well before they became anything resembling the powerhouses we allow them to currently.

Should have capped those ranks sooner!

Seriously though, my perception has always been that the rest of the world seems to get stronger along with us anyway. See: Vorasus' infinite army of 150th-circle-killing Zealots. And he's small beans compared to the real power centers of Elanthia. Supposedly our Guild Leaders have been 200th+ circle equivalents for over a decade already, and Guilds:Provinces::City Councils:Washington.

It's more like we're only seeing the surface because the story seldom requires more.

~ Pansophist Kougen

You search the Dragon Priest assassin.
The assassin was carrying some knee-high snakeskin boots and a medium red beryl!
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 01:46 PM CST
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>>Seriously though, my perception has always been that the rest of the world seems to get stronger along with us anyway. See: Vorasus' infinite army of 150th-circle-killing Zealots. And he's small beans compared to the real power centers of Elanthia. Supposedly our Guild Leaders have been 200th+ circle equivalents for over a decade already, and Guilds:Provinces::City Councils:Washington.

That's a major way the mitigation takes place. The people that are highly placed in society are better adventurers than you, and for some unfathomable reason have elected to maintain the illusion of a Hollywood medieval society rather than descend into tribal despotism.

The Guilds have a few major checks in place that keep them from world domination.

1: Each guild is a small organization in the grand scheme of things, mostly reliant on the Provinces for support. A guild does not keep its own serfs to grow its own food, build its own roads and (with a few exceptions) man its own walls.

2: Only one guild has a reasonable chance at self-sustainance, and even the Rangers rely on fixed caches and guild halls in a way that, in context of their ideology, is almost pornographic. Enchantments run dry, voices get sore, and everybody gets hungry.

3: Guilds do not inspire loyalty. No guild is a monolith even in the best of times, and you'll find people from every guild that takes the guild's knowledge and runs off to a higher bidder. With a few exceptions, any power a guild has, any organization that has the ability to grant vast estates and guaranteed privileges can buy.

It'd be a really awful day if the Moon Mage Guild up and decided to go rogue. There'd be lots of death, burning villages, assassinated nobles, and the threat of a smear campaign that could go on for decades. But in the end the Moon Mages are few in number, most of their holdings are easily destroyed, and Lunar Magic doesn't let you get around eating, drinking, or shivering in the cold.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 02:00 PM CST
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>>Lunar Magic doesn't let you get around eating, drinking, or shivering in the cold.

::teleport remote beach/summon shadowcoconut::



"We're not "out to get you," we're here to enhance your playing experience with extreme prejudice.," DR-ARMIFER
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 02:02 PM CST
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>>Lunar Magic doesn't let you get around eating, drinking, or shivering in the cold.

Glythtide's Gift: The means to world domination.

-Evran

"RAGE + TEAR + EYE + RESO + HARM + DRUM + MISD + PRIDE + Your choice of Cyclic + AoE stun/knockdown as needed without losing buffs = OMG! I just crapped my pants!" -Evran
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 02:45 PM CST
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I think you forgot comboing burn and shadowling to make fire.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 02:58 PM CST
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>>I think you forgot comboing burn and shadowling to make fire.

Shadowfire is cold fire. :( True story.

Using burning shadowlings to power a cold fusion reactor, on the other hand, may be a Good Idea.
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 03:03 PM CST
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>>::teleport remote beach/summon shadowcoconut::

Fleeing to a luxurous tropical beach is only a solution to being a starving, penniless outcast in such hyper-stylized fiction that the inital argument loses any meaning.

If you want to argue that one route is more realistic than another, then you need to embrace a more historic approach to the setting along with it: life is cruel, unfair, and fatal to anyone who is abandoned by their community.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 03:21 PM CST
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<<Were I to truly make a realistic response, the local leaders would simply annihilate any adventurer that posed even a slight potential threat to their seat of power. All well before they became anything resembling the powerhouses we allow them to currently.>>

This.

A large number of you would have been publicly executed a long, long time ago.


Solomon


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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 03:29 PM CST
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>>Fleeing to a luxurous tropical beach is only a solution to being a starving, penniless outcast in such hyper-stylized fiction that the inital argument loses any meaning.

I was more joking/hyperbolic than even remotely serious in my response.



"We're not "out to get you," we're here to enhance your playing experience with extreme prejudice.," DR-ARMIFER
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 03:32 PM CST
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>For GMs it's a losing battle, since they can't adequately explain why nobles remain nobles (and social constructs remain intact) in the face of people with the ability to wipe out their entire army in minutes.

My take has been that the most convenient counter to adventurers... is adventurers. In a purely realistic setting, I'd think that any time one of us started burning down a city we'd be treated much like we treat NPCs who try to burn down cities, a large posse of us would take them down, they'd be locked away and that's that.

But because of both the lack of fun of being locked away forever, and PvP rules in DR, it's not going to happen.



"Your suffering amuses me" -GM Raesh

Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 03:51 PM CST
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I sometimes wonder what kind of glorious mess we'd get if we added a "Personal Responsibility" RP toggle where a PC acknowledges they're OK with getting permakilled / imprisoned for years at a time / etc. by the State if they step out of line, in exchange for being considered for positions of significance in the setting.

It'd be a disaster of unrivaled scope, but a potentially fun one to watch.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 03:56 PM CST
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>It'd be a disaster of unrivaled scope, but a potentially fun one to watch.

Depends on whether or not you believe our players are capable of understanding that the one of the many essences of DR is the rule "You won't win every time."

Just looking at my own psyche, I'm not very sanguine about it.



"Your suffering amuses me" -GM Raesh

Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Blunts for Sale:
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 03:59 PM CST
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To me, the only thing that tends to be troublesome with many kinds of "more serious" IG punishments is figuring out how to manage the "this should be miserable for the character but an enjoyable experience for the user" type of deal.

Being locked in jail? Totally valid RP situation.
Player essentially being banished to the policy-no-no lockout room, in terms of what that player can then do with that character? Kinda not fun.



"We're not "out to get you," we're here to enhance your playing experience with extreme prejudice.," DR-ARMIFER
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 04:05 PM CST
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>My take has been that the most convenient counter to adventurers... is adventurers. In a purely realistic setting, I'd think that any time one of us started burning down a city we'd be treated much like we treat NPCs who try to burn down cities, a large posse of us would take them down, they'd be locked away and that's that.

^This. I wish more situations like this were allowed to happen instead of only GM-led events being "legitimate", meaning widespread death and chaos on a short-term scale. There could be outstanding roleplay from both sides if it was done correctly. If it got out of hand, send in the Provincial Army and clean house and then see you all next Saturday.


~Jalich
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 04:06 PM CST
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What was it...SimuCon 2007 that we discussed real consequences for actions against the "government"? I think some of those things were put in place, not sure if that is an on-going policy however.

Not sure how it would play out, as most people would be very reluctant to have any real consequences for their IG roleplay.

Madigan
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 04:24 PM CST
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Personally, a starting point I'd like to see is opening the Social Outrage system to everyone, except with different cutoff points depending on the severity of the crime.

If you reach critical social outrage while a known Necromancer, death + ostracization.
If you reach critical social outrage while a known Sorcerer, see Necromancy.
If you reach critical social outrage while a known Murderer, arm severed + ostracization.
If you reach critical social outrage while a known Thief, hand severed + stores will immediately kick you out.
If you reach critical social outrage with just petty crimes to your name, stores will charge more than normal or not allow you to buy at all.

And then you'd have your expulsion from the province for other crimes that smack into critical social outrage, etc.



"We're not "out to get you," we're here to enhance your playing experience with extreme prejudice.," DR-ARMIFER
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 04:33 PM CST
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you could make a prison yard hunting area. Have some of the prisoners be merchants selling smuggled goods. Have some way to contact your minions on the outside to keep your machinations rolling. There are plenty of directions you could go to have the government think you're dealt with but still allow the player fun options. Then of course you have all the locked up people orchestrate a breakout. A mini reverse invasion.
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Re: Game Mechanics, Settings, and the Role-Players who Love Them (long) on 01/11/2011 04:34 PM CST
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>>Depends on whether or not you believe our players are capable of understanding that the one of the many essences of DR is the rule "You won't win every time."

<shrugs> It's a game design contradiction; I pointed it out back in October or whenever with the tension between gameplay and roleplay.

One of the centerpieces of games is that you can fail, reload, and try again. You optimize and re-tweak and experiment until you break through the obstacle. You always win, if you bang your head against it creatively enough. We call it the grind not just because it's tedious, but because you can literally erode your way past.

One of the centerpieces of roleplay, on the other hand, is that failure is occasionally the right option and sometimes even encouraged. A spectacular death scene is poignant and meaningful, even though it means that character will never canonically come back. It's memorable in every way that typical gameplay is not.

Roleplay games like DR are a compromise. They require a castration of the game form so that reloading from a save point isn't possible, because the narrative marches on heedless of your personal place in it. And they require the same from the story form in order to standardize and provide for a consistent set of known rules that everyone can play by.

You err on the side of gameplay and you'll break roleplayability: exactly what this thread is about. You err on the side of roleplay and you'll break the gameplayability: all the standard GMing guides for P&P games point out that you can and should break the rules or fudge the rolls if it makes things more fun.

There's wiggle room, but there isn't a ton.

>>To me, the only thing that tends to be troublesome with many kinds of "more serious" IG punishments is figuring out how to manage the "this should be miserable for the character but an enjoyable experience for the user" type of deal.

There's two ways to go about it:

1) Interview-in-exile. As long as they still have a voice (which isn't necessarily realistic), they can talk to other characters and shape things indirectly. They might even do this in written form (think "Letter from Birmingham Jail" here).

2) Play an alternate character. In small-group RPs, this usually means someone else relevant to the same story but without the restrictions of the main. The problem, really, is that players have to be able to pull this off honestly; what instead usually happens is an obvious alt the audience is unwilling or unable to meaningfully differentiate.

In other words, I don't know of any ways to go about it. =P
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