04-13-2025, 01:09 PM
(This post was last modified: 04-13-2025, 01:13 PM by zericosmic.)
We've been having this discussion a lot lately, but I feel as though the world of Korvara has grown stagnant, and dull, and people don't want to deal with largescale player conflict/consequence and all that stuff.. As it also happens to be, the nations are now all friendly with one another, and perhaps for the best, this will not be changing any time soon.
But I feel like a compromise could be made, that avoids treading on peoples toes.. A nation that is straight up evil, that is within the control of the EMs, GMs and Dev, but allows for player characters to be a part of it. This way, any large scale conflict would generally happen in an event controlled environment, and sporadic content such a PvE encounters, but it would also allow for players who wish to be part of this antagonist nation to create smaller scale conflicts around the world, and potentially use it to further its story, also it would allow for these antagonist characters to have an actual place in the world that can't be cracked down upon by everyone in a matter of seconds, and that could actually give them resources to not instantly get gibbed by a nation's attention being turned towards them.
Think of something like The Lich King from warcraft.. This nation would have to be more powerful than the player nations, to give everyone content without having the combined effort of all the nations instantly crushing it, but its large scale efforts would exist in controlled environments by EMs.. And the players? Well the players would have a reason to provide conflict to a stagnant world, having a place where they can actively RP safely, whilst also being able to easily work with other antagonist characters, rather than having to go on discord LFP or DMs to find them, not to mention that it would provide these player characters with a whole new reason to antagonize.
It would exist as a threat for everyone to consider, it would exist as a thing people could be connected to in their backstories, and also potentially suffer distrust from other characters for having come from said place. Drop a race of something like ghouls that tend to be the large majority of the force of this evil nation, and now those players would have to deal with the consequence of the first introduction of their people being from a monstrously evil kingdom. (This is also mostly just an example, insert whatever type of evil kingdom you want in here)
You could have year long campaigns of fighting this nation, and potentially even in time, destroying it, ALSO GIVING THE PEOPLE WHO ALGINED WITH IT THE CONSEQUENCE ROLEPLAY OF THEIR NATION BEING DESTROYED, AND PROVIDING SOME AMOUNT OF ACTUAL CONSEQUENCE TO THE WORLD, AN IOTA OF CHANGE. And this is something that I personally want to discuss, as the game progresses, we keep getting more PvE, more balance, all good stuff, but despite stuff like the raids of Duyuei existing, very few people are interested in engaging with them on a roleplay level, and often this content gets abandoned for long periods of time, that is because this game is populated by roleplayers, and roleplayers are interested in narrative conflict, in narrative consequences, there are no narrative consequences to failing the Duyuei raid (hell some people prefer to fail it to just spend time repairing the wall), there is no feeling either of narrative triumph by completing something like the Duyuei raid, because the threat feels artificial. This game is incredibly mechanical for a game which people play to roleplay. People sign up to events in droves, and would much rather have interesting interpersonal roleplay than do PvE, because there is so much more fun to be had with a narrative back and fourth, over just a mechanical one.
A threat like the watcher, generated an insane amount of interaction between the characters of this world, characters that potentially never would have interacted had this eventline not happened, and I personally think it was doing a world a lot of good to have this constant interaction, to have characters gather to plan against it, and discuss what can be done, and how they feel about this threat, It generated a lot of roleplay. And I as a new player at the time, felt very welcomed by this, because I did not have to be part of a group to participate in this, I could hear about it from almost everywhere, and I could act on what I heard without having to be part of a nation's guard or some group to be able to join in on this story, and I could make friends by interacting with strangers during this story.
In a few month old survey now, when asked for what kind of event content people would enjoy, a large worldly threat, a thing to actually wage war against was easily the most popular answer given, in fact iirc, almost everyone who did the survey, answered that they wanted this.. So I personally feel like its worth giving a shot.. Hell if it goes poorly, we can just end it with the storyline, right then and there.
But I feel like a compromise could be made, that avoids treading on peoples toes.. A nation that is straight up evil, that is within the control of the EMs, GMs and Dev, but allows for player characters to be a part of it. This way, any large scale conflict would generally happen in an event controlled environment, and sporadic content such a PvE encounters, but it would also allow for players who wish to be part of this antagonist nation to create smaller scale conflicts around the world, and potentially use it to further its story, also it would allow for these antagonist characters to have an actual place in the world that can't be cracked down upon by everyone in a matter of seconds, and that could actually give them resources to not instantly get gibbed by a nation's attention being turned towards them.
Think of something like The Lich King from warcraft.. This nation would have to be more powerful than the player nations, to give everyone content without having the combined effort of all the nations instantly crushing it, but its large scale efforts would exist in controlled environments by EMs.. And the players? Well the players would have a reason to provide conflict to a stagnant world, having a place where they can actively RP safely, whilst also being able to easily work with other antagonist characters, rather than having to go on discord LFP or DMs to find them, not to mention that it would provide these player characters with a whole new reason to antagonize.
It would exist as a threat for everyone to consider, it would exist as a thing people could be connected to in their backstories, and also potentially suffer distrust from other characters for having come from said place. Drop a race of something like ghouls that tend to be the large majority of the force of this evil nation, and now those players would have to deal with the consequence of the first introduction of their people being from a monstrously evil kingdom. (This is also mostly just an example, insert whatever type of evil kingdom you want in here)
You could have year long campaigns of fighting this nation, and potentially even in time, destroying it, ALSO GIVING THE PEOPLE WHO ALGINED WITH IT THE CONSEQUENCE ROLEPLAY OF THEIR NATION BEING DESTROYED, AND PROVIDING SOME AMOUNT OF ACTUAL CONSEQUENCE TO THE WORLD, AN IOTA OF CHANGE. And this is something that I personally want to discuss, as the game progresses, we keep getting more PvE, more balance, all good stuff, but despite stuff like the raids of Duyuei existing, very few people are interested in engaging with them on a roleplay level, and often this content gets abandoned for long periods of time, that is because this game is populated by roleplayers, and roleplayers are interested in narrative conflict, in narrative consequences, there are no narrative consequences to failing the Duyuei raid (hell some people prefer to fail it to just spend time repairing the wall), there is no feeling either of narrative triumph by completing something like the Duyuei raid, because the threat feels artificial. This game is incredibly mechanical for a game which people play to roleplay. People sign up to events in droves, and would much rather have interesting interpersonal roleplay than do PvE, because there is so much more fun to be had with a narrative back and fourth, over just a mechanical one.
A threat like the watcher, generated an insane amount of interaction between the characters of this world, characters that potentially never would have interacted had this eventline not happened, and I personally think it was doing a world a lot of good to have this constant interaction, to have characters gather to plan against it, and discuss what can be done, and how they feel about this threat, It generated a lot of roleplay. And I as a new player at the time, felt very welcomed by this, because I did not have to be part of a group to participate in this, I could hear about it from almost everywhere, and I could act on what I heard without having to be part of a nation's guard or some group to be able to join in on this story, and I could make friends by interacting with strangers during this story.
In a few month old survey now, when asked for what kind of event content people would enjoy, a large worldly threat, a thing to actually wage war against was easily the most popular answer given, in fact iirc, almost everyone who did the survey, answered that they wanted this.. So I personally feel like its worth giving a shot.. Hell if it goes poorly, we can just end it with the storyline, right then and there.