I am of the belief the intent of these proposals is to bring ALFA closer to a PnP experience, without having to rely on DMs. To remove the drudgery and boredom presented in the existing server travel. As such, any counter-proposal that dismisses this aspect, serves little purpose but to provide... variety, and is thus unproductive work.
Let's deal with some accepted notions. Timeline has been debated countless times in ALFA, but inevitably most everyone comes to the conclusion timeline is relative. Campaigns present 'time stoppages' and individual characters create breaks in the timeline, with their adventuring 'inbetween' campaigns. Thus, timelines in ALFA should be given the consideration it presently holds for campaigns and otherwise, in which it is not universally linear. In other words, time should be disregarded for the greater good of roleplay and playability.
On this same line of reasoning, travel between points, for the greater good of roleplay and playability, should be provided in a manner that allows players to easily and quickly meet up with other players ingame.
Like everything else, there need to be checks and balances, a means to watch such activities to ensure they are not abused... but the mere fact they 'can' be abused is absolutely no reason to disclude such options. Especially when such abuse does not pose a leveling imbalance. And, as always, ALFA's goals should be to provide encouragement, through module construction and community enthusiasm, of roleplay... not to impose blocks for powerplay that ALSO ends up posing blocks for roleplay.
I completely agree with you Ronan.Ronan wrote:If we can't make travel an enjoyable adventure, I don't see any of these restrictions worth doing. As the responses on the proximity poll showed, people aren't interested in remaining faithful to the setting when it comes to travel. Sorry.
While this 'sounds' like a reasonable option, i daresay it is not. When I get off work, or find time within my busy schedule, roleplaying in ALFA is what i want to do. If, on the other hand, I log on to find my server empty, and a nearby server loaded with players... why should I be forced to wait my entire gaming window just to do what I wanted to do in the first place.... which is roleplay?Mayhem wrote:hence my suggestion that we allow *offline* time to be taken into consideration when travelling.
As to your earlier concerns of abuse, let's deal with the abusers. Let us not impose arbitrary penalties on the entire community. It is not only unfair, but uncalled for, and reminds me of the curfews imposed at some beaches, because of a few miscreants. The argument posed by the city councils are that they do not have sufficient people to police the beaches, and thus must impose restrictions on the entire community.
My questions to you are... do you feel this is the same situation in ALFA and do you feel that such an approach, of taking away liberties to all, is a reasonable solution?
The best compromise is presented here, which is to allow the travel transition time to be short, but that the time 'inbetween' travel transitions be lengthy. This allows for roleplayers to meet up with each other, whilst still taking a bite out of the concern people will travel back-and-forth in a short timeframe.Inaubryn wrote:This doesn't mean the PC has to wait an hour to travel on either caravan. They can travel to their destination immediately, but they would have to wait an hour before making a return trip. A PC cannot use teh same caravan in the same 8 hour game time span and couldn't take more than two caravans in the same 8 hour game time span.
AbsolutelyInaubryn wrote:I think we can use this to alleviate a lot of the pain of getting together to play across server boundaries and actually have some fun with it too.
Why not? The ultimate goal is entertainment, not realism. Each and every campaign in ALFA undermines linear timeline, so do we compensate for this and remove all campaigns? Of course not, we adjust to the spatial nature of the game and play it out with the 'heart' of true roleplayers. As previously indicated, there are a ton of things ALFA does not impose upon us, such as 8 hours of downtime whenever our character is required to sleep, or forced lunches. These must be roleplayed, or ignored... for the greater goal of 'viable' roleplayed entertainment.Mayhem wrote:But you cannot have both systems in place unless they are unified in time. You can't have one PC making the journey instantaneously whilst others are spending an RL hour or two enjoying some ship-board excitement.
In no uncertain terms, i am adamantly opposed to any ingame mechanics that penalize players for wanting to meet up with other players, when their goal is to roleplay. We must recognize that ALFA provides the landscape of Faerun', but cannot possibly hold to the same physical laws.
The goal of trying to recreate the best parts of PnP should not be frowned upon over creating the worst parts of PWs, or the worst parts of Real Life. Let's keep things in perspective.