What did you expect when you created your svirfneblin?Ungtar wrote:I really approve of your passion on this topic.
I will just share my own point of view, which is that ECL is not the reason I do not play my svirf more. It's boredom. They can only feasibly interact with other svirf (of which there are very few) and are supposed to (primarily) stay in the UD.
It gets boring. You're essentially playing a single player game. There may be 30 other people playing on peak, but 29 of them are somewhere you can't go.
I don't mean the question to be rude, but it is just sincere curiosity of what your expectations were back then.
Personally, coming from a drow, I was okay with the idea of staying alone often as long as I could play a role I liked.
However I noticed myself the issue of boredom in a while, both with the drow and the svirfneblin. Essentially you stay with them till you hit max level and then, you log, you make a who and you see online people with whom your character not only can't really play with, but sometimes would even have big interest to run away from, and then you log another character. I remember once I made "who" with my drow and I saw, three paladins a certain "blade of the black archer", a dwarf and a few more nature-lovers. Not the buddies a drow would really hang out with unless she is fine with being burnt at the stake.
Now how could this be addressed? Because it is a pity to see such a beautiful setting as we have in this game, being left almost abandoned with really a handful active players.
Let's start easy and in order.
Deep gnome rp and interactions as I see them
I don't think deep gnomes can feasibly interact only with other deep gnomes. I think on the other hand that to really play a deep gnome how it is meant to be you need to interact with other race in some manner.
Deep gnomes are particularly nice because they are a bit like that villain from batman, two-faces. With outsiders they are dour and somber, while among them are much more open. Not outright joyful and outgoing, of course, they are a tough folk from the Underdark, but not so that much different from some grumbling hard-working dwarves, or even humans for that matter. So basically, if you do not interact with outsiders feasibly, you lose the first, more typical face of the deep gnomes, and the whole two-face concept all together.
I believe deep gnomes can very well interact with dwarves and surface gnomes to get nice possibilities for rp. They are not *forced* to do so, but the possibility for healthy interaction is pretty much there. On top of that deep gnomes are pragmatic people and they can interact with anybody, if they keep the correct behaviour, if they have good reasons to do so. Even if the good reason is being paid for a service. The very first entry for the deep gnome in the first edition monster manual states this clearly, explaining that deep gnomes would provide adventurers for services upon payment and would gladly help anybody fighting their sworn enemies the drow. Sworn enemies with whom, by the way, deep gnomes can trade and interact also in a non-deadly matter, upon certain conditions.
More players → more deep gnomes (or drow, or orcs)
Going a little more in depth, the higher is the number of players of the game, the higher are the chances the dark races, and this including the deep gnomes, get more players. This is actually good for the mud in general, but even more so for underplayed races.
Ways to call new players are obviously the ones stated in other threads:
-vote everyday on mud connector
-write reviews there or on other sites
-introduce your friends to the game
-help new players in game both IC and OOC
-introduce people in other online communities, such as forums devoted to rp or fantasy literature to the game (this should be done tactfully of course, but in principle there is nothing bad to let people who might like the game know it actually exists)
This player-side, at least.
On the side of the mud and its staff, some ideas/critics could be these:
-that tutorial is hard, give noobs a way to skip or reset it.
-name approval, especially at the end of the tutorial, is frustrating. You can just sit in that room until somebody approves your name. I would rather find a way to let these guys into the game proper even without approval for a few hours when they are new.
-think carefully before rejecting names to a new player.
-mention somewhere that to meet other characters you have got to go to Waterdeep market square.
There would be also the matter of kismet, but I have come to like the system. It is worth mentioning however that when I came here, with the intention of rolling a drow thief, being unable to play either a drow or a thief from the start made me a little hesitant, and only after trying some 20 or so other muds I decided to try to get a drow here. I would however remove at least the drow gender-class combinations. It makes no sense that a female fighter, who is relatively simple to rp, requires more kismet than a priestess who has a much more complex and difficult rp.
More deep gnomes (or drow, or orcs)
This is a little more tricky, and really calls in question the boredom. In practice, the more active players of these races are there, the less are the chances you get bored.
First thing would be to make so that more players get to try the race and manage to get their characters past the critical levels. This could be achieved in many ways:
-First by reviewing the ecl, and this is why I proposed to abolish it (among the other at least three proposals there).
-Second with the building of some areas to make the leveling a little easier, in particular at critical levels. I believe a drow tutorial for the very early levels would be great. And also an area for svirnebli to go between levels 5-15, when they can move to the Aerie. Perhaps also a drow area to level between level 8-10 or 8-12. I can't say for orcs, having no orc characters (yet).
-Then by adding a few areas, but not just new areas, that once visited the players go back to their boredom, but areas where to solve quests characters need to group and cooperate between different classes. That way they are encouraged to play together, at least at high levels. (whispers: traps, poisons, diseases, super-beefy mobs )
-Organizing events for these races in game.
-Organizing events that involve these races interacting with other races, not necessarily in a pvp fashion. It could be commerce or simple the other races needing a guide, or some dark quests these races could get involved with. Isolationist does not mean isolated.
-Helping actively new characters of these races with spells in game, a.k.a. babysitting. Prath is a wonderful example in this regard.
-Getting a central hub for dark races and baddies to go there and meet, as goodies do in Waterdeep Market Square or in Ardeep. I believe Skullport would be ideal in this regard as it is the most rp consistently place for deep gnomes, drow, orcs, goblins and surfacers to meet and interact all together.
And apart from the first one all the others can be taken care of by players willing to do so.
So, here there is a few thought and opinion I came up with in the time I have played these races and FK in general. They are not real proposals, otherwise I would have posted them in the appropriate board, but much closer to brainstorming. I am curious to hear what are other players' opinions on the matter.