This is a long post. I'm just saying it now so you're warned.
Selveem wrote:For those who have ever played an active priest without a faith for longer than a week, the idea that you are useful in a group is a pretty obvious illusion. Without the protective prayers granted by becoming an actual Cleric or Druid, you are forced to spam curative spells that have already been decreased in potency from that of the past which will heal your tank about 5-6%.
This is exceptionally annoying. I own a priest who hasn't been able to gain a real deity since his inception (or even a fake deity for that matter), and I eventually stopped playing him because the only thing I could ever do with him was roleplay. I'm not saying I don't like roleplaying. I love roleplaying, and if you knew more about me, there is no way you would ever disagree with that. But in any game that features the possibility of being in combat, I would sometimes like to participate in combat. That's not an option for this character, and as fewer people began to play, roleplaying all the time became less of an option. So I stopped playing him. Fortunately, he's not my only character, so I still play here. It just makes me wonder how many potential players this game has lost for similar reasons.
That does bring me to an important question, and I hope that someone answers it completely and honestly. What are the goals of this MUD, as an entity and organization? Does it want more players? I ask because the rest of my post will assume that it does.
Selveem wrote:What I propose are automated quests specifically for characters of Priest class so that they might learn about the prospective faiths and, after learning, be offered the opportunity to accept their role into the faith.
I would actually prefer automatic faithing for, at the very least, priests. For all characters would be awesome. Since I'm almost sure that the chance of that happening is actually 0, I presently support automated faithing, instead.
Selveem wrote:I do not believe _everyone_ should be eligible for this, however. I believe that only those players who have accumulated a specific amount of total accumulated kismet (exact amount up for discussion) be granted this opportunity as they should have, by then, had at least some basic knowledge of the MUD and the RP expectations (which should also ICly be outlined in the automated quests). Maybe there should also be a level requirement, as there are for other guilds, as well (Debate: level 10?).
I don't even know why the guild system exists in the MUD's current incarnation. When FK was a 2e thing, I got it just fine. Anymore, I don't understand at all.
On topic, though, I'm ambivalent about this part.
Briek wrote:I think that would create a "How comes it's so easy for them" senario with other classes and suchlike in roleplay encouraged environment.
The only people I can see making this complaint are the champions of the bard and paladin classes. And I don't disagree, but that's a topic for another thread.
Briek wrote:I suppose I just don't like the idea of what will probably be a five minute solo quest with a few say "yes" in it and a few "I understand" and your in, and only for one class too.
I don't think that's what was meant by automation. A quest that puts you in the "Ihaveagod guild," yes, but not "take five minutes of your time to get what takes a ranger/thief/somekindofmage several hours of questing to achieve".
Brar wrote:But what I would rather see is the spell level available to non faithed cleric extended to level 4 or 5, that would be a better solution for me.
I don't see this as a solution at all. I think at least part of the point here is that having a god is an important part of being on this MUD. It's difficult for many players, especially new ones, to get a god, and so being allowed to significantly participate in the MUD is likewise difficult. That drives away new players. That's not an opinion, but an observation. Since I came back, 18 days ago, I've tried to bring on three new players. Two of them declined because they heard about how difficult it is to get faithed, and what that means for their prospective characters.
Brar wrote:Well, you see it as broken only because you look at the fighting part of the mud, completly foregoing the roleplay part.
No, he isn't. He's stating that in D&D (the game that this MUD attempts to emulate), you join a church by writing it down on your score sheet.
Not only is combat an aspect of roleplay, but being able to group with other players and be an effective member of combat participants leads to more opportunities for roleplay. Combat aside, having a faith (by code) allows a priest to do things like acquire the garb of their faith, enter certain parts of the temples to their gods, and gain quests that are reserved for members of that faith. All of these are fairly important to effectively roleplaying a dedicated priest. Since you can't do any of them without being faithed, I would also state that faiths are broken.
Brar wrote:I agree that our appeal to new player should be reviewed, there no question about it we are all agreeing on that I think, but making faith trivial is just a big loss on RP for me.
Automating faithing (or even making faithing a part of character creation!) will not make having a deity trivial. Frankly, I don't even think that's possible in a well-handled ForgettenRealmsesque game.
Faith Managers and (if there are none present) applications will make ascending the ranks of faiths exactly the same as it is now. This means that you will have laymen, clergy, and people important to the faith of varying degrees who are putting in the time and effort necessary to advance. Just like real religions and tabletop roleplaying. That statement doesn't mean I support the "layman" faith level. I'm actually against it.
Most sane and experienced DMs do not allow the priest of Torm in the current adventuring party to be the equivalent of Torm's cardinal. Not without a really good reason. Usually, if you want that kind of title or position for your character, then you have to talk to the DM and probably has to do things for the church, which means quests and communication. I see no reason why FK should be different. If it is, it's actually decreasing the fun levels of the game, which drives potential players away.
Awesome things shouldn't be given away to players willy nilly, but being able to legitimately say you have a god/dess is not actually in the awesome category. Being able to say that the church recognizes you as an important person is but, you shouldn't have to be important to your deity in order to follow them.
Harroghty wrote:> Clearly I am in favor of automating things (you no longer, for example, need any immortal involvement to become a paladin - it can all be accomplished by PCs using the coded tools available).
Wait, really?! That's cool.
Harroghty wrote:A layman member of the church of Helm, perhaps a guard who has made his prayers to the Great Guard for his whole adult life, would probably have little formal connection to the church. He would make his tithes and his obeisance to the church, but do little else besides perhaps murmur Helm's name in supplication before beginning his watch every day. The same man would probably murmur Tempus's name before battle, Tymora's name (or Beshaba's) before he tossed the dice, and Umberlee's name before he shoved his boat away from the shore.
The individual in this same example is actually why I think faithing should be a part of character creation. Again, having a god and being recognized by that god should be easy, but becoming an important member of the church should not.
Harroghty wrote:...For that reason (more important to me) and yours (more important to you), we can agree that there is a problem with how priests are made, but I think that we need a more detailed solution than a quest in order to satisfy both needs.
Except that a decent quest for faithing could provide precisely the information you suggest is necessary to become a priest of a particular deity. Heck, many temples already have quests in them that provide that exact information, right now. Perhaps a priest should be required to complete this quest before the quest to become a faithed priest. That makes sense to me.
Harroghty wrote:I believe that maybe some kind of hybrid system would be appropriate. A system that is mostly coded, but that has a PC mentorship and veto option for quality control.
Please elaborate.
Harroghty wrote:> I also think that a "Layman" faith rank (for those who do not aspire to gain any responsibility in the faith) should be offered to all classes except priests. Those holding this rank would be able to supplicate for resurrection or recall, but not for items. They would receive a holy symbol, but could never gain any kind of faith rank.
I find this particular option to be a complication which is currently unnecessary to enhancing the experience of ForgottenKingdomsMUD.
Zorinar wrote:In fact, it might be worth considering to remove player FM's all-together.
I support this. I came back, looked at the who list, and went "Holy carp. There are a few characters online who worship deities that weren't popular at all the last time I played!" and then I found out that those deities are the ones with the most active Faith Managers right now. So, for as much as I thought things had changed, they actually stayed the same. That was pretty disappointing. If we didn't need to rely on the active FMs to get faithed, and could actually go through quests for that, I think the diversity I perceived would have actually been real. It would be a fantastic equalizer for players both old and new. And let me tell you: new players love equality. So do older players. It makes the game more fun. I speak only from experience.