Mages and You
Posted: Fri Jan 29, 2016 4:49 pm
Hello again fellow TI Players. I would like to take some time from you and go over something important to the game. Now as you all likely know, have heard, or don't know, last saturday I tried to do a scene for the game on my mage, Rhea Sommus, and it ended in her death. While I do not dispute the death, it opened my eyes to a few problems the game has, not necessarily codewise, but problems none the less. But before I get into these problems, I'd like to preface with a bit of information.
What does TI: Legacy stand for? It stands for The Inquisition: Legacy. What is The Inquisition, the Inquisition is a force that seeks to eradicate magery. Right off the bat the name gives away the theme, The order against Mages, or in a broader sense, Non-mages against mages. Even on the front page under Theme it goes to reinforce this notion. As such the game needs mages, and it needs order members to truly function. Reeves, Merchants, Physicians, Brotherhood... The game could work without them all. They are not necessarily needed for it, but it would be very boring otherwise without them. This leads into my main point.
To take a reference from Star Wars "Let the Mage win (On Occasion)". What am I trying to say here? Well it truly goes beyond just letting the mage win. As I stated above, mages are a needed part of this game, or more correctly the RP they bring is needed. When you capture a mage, you more than likely destroy any further mage related rp they could have brought to the game as a whole, for 80% of mages who are captured by the Order end up dead. Now I'm not saying you should let mages go all the time, but if they aren't attacking you, or causing damage to anyone else, what is the harm with potentially letting them go, if it means further rp for you and others? And letting them go doesn't have to mean your character is a failure at their job. For example you could pose taking aim and firing at the fleeing mage, but gosh darnit they were a tad too fast and your arrow missed... darn. For example, let me reveal what I had intended to do with Rhea after the river square scene. The first thing I had intended on doing was to take someone up on their offer to sacrifice their character and use that to summon a court demon. You know what I intended to do with that court demon? Have it kill someone rhea hated? No. I intended to ask it to further rhea's own magery, and allow her to have control not only over Air, but Shadow/Void as well. Of course code would not support this, and I was prepared for that, it would have been an entirely rpable thing, much Fechos. With this I had planned on doing more public scenes, maybe not as big as what was at River square but decent sized. I mean afterall a mage who can 'control' two different elements, the two most prevalent elements on Urth, Void and Air? That would be terrifying would it not? And on the mage side, using prior knowledge of the Fallen manus tower, and the new 'rpable' element, I had intended to try and get mages to join together, and reform the manus, whether by code or just rp. But no, all this potential future rp... down the drain in one fell swoop, all because I decided to try to do mage rp out of the norm for you all. On top of that, how often does the game get mage related rp that isn't just 'Oh I'm going to summon a demon and let it loose on the city' or "I'm going to use my magery to kill someone'? With rhea I made it a point to avoid that stereotypical mage rp, and instead focus mage-related rp that did not rely on killing or maiming. Not once as Rhea did I actually kill someone, or really attack them, minus Rhun but even then I looked for someone who was willing to get their character involved knowing full and well it would likely end up with their death. I know how hard it is to lose a character, and that is why I've never actually killed a player-character on any of alts, 3 years I haven't enacted a pkill outside of pyrings or executions. And even though it would have been easier to just go the 'killer' mage route, I wanted to give the game something different, something that would hopefully have a more lasting impact, and give others something different to rp about.
Now before someone says the all-powerful phrase "But Vox, playing a mage is about risk." Let me provide a counterpoint to this ridiculous phrase, which I hear thrown about as some excuse all the time in mage-related topics. Yes, playing a mage is a risk, it makes that very clear when you choose magery at the start, that your character is more likely to die than others. However let me point out one big thing: Mages don't owe you rp. They don't have to put their character at risk just to give others rp of the mage kind. Nothing is forcing them to. Heck if mages so chose to they could hide their magery completely and only keep it between mages, preventing others from ever getting mage related rp. But no, most mages are willing to take that risk to bring others rp, for the sake of the story. It is also incredibly disheartening when you are trying to give said rp to other people, branching out, putting your character at risk for the sake of others... and all that work you've done is thrown back in your face, and taken for granted, as if you owe it to these people to sacrifice your character for the sake of their rp. There is a reason very few mages currently do anything close to what rhea did, and it's because it's not worth it in the long run. So remember this next time you are confronted with a mage trying to bring mage related rp to the rest of the game, and they aren't attacking, remember that they don't have to put their character at risk to bring you rp that is integral to the theme of the game.
Also I know this may come across as bitching and complaining, but you have to remember something, I have played both sides of the coin. I've played a reeve, a knight, and an inquisitor and I've also played my fair share of Mages. So I'm not just basing this on one side of the coin. Heck I've played 23 characters, 14 of which have been mages. I've been around the block. But only with rhea and Misune, who both lasted 2 ooc years with misune still going strong, have I really had a chance to sit back and observe the game's reaction to mages, icly and oocly. So I like to think I have some idea of what I am talking about.
What does TI: Legacy stand for? It stands for The Inquisition: Legacy. What is The Inquisition, the Inquisition is a force that seeks to eradicate magery. Right off the bat the name gives away the theme, The order against Mages, or in a broader sense, Non-mages against mages. Even on the front page under Theme it goes to reinforce this notion. As such the game needs mages, and it needs order members to truly function. Reeves, Merchants, Physicians, Brotherhood... The game could work without them all. They are not necessarily needed for it, but it would be very boring otherwise without them. This leads into my main point.
To take a reference from Star Wars "Let the Mage win (On Occasion)". What am I trying to say here? Well it truly goes beyond just letting the mage win. As I stated above, mages are a needed part of this game, or more correctly the RP they bring is needed. When you capture a mage, you more than likely destroy any further mage related rp they could have brought to the game as a whole, for 80% of mages who are captured by the Order end up dead. Now I'm not saying you should let mages go all the time, but if they aren't attacking you, or causing damage to anyone else, what is the harm with potentially letting them go, if it means further rp for you and others? And letting them go doesn't have to mean your character is a failure at their job. For example you could pose taking aim and firing at the fleeing mage, but gosh darnit they were a tad too fast and your arrow missed... darn. For example, let me reveal what I had intended to do with Rhea after the river square scene. The first thing I had intended on doing was to take someone up on their offer to sacrifice their character and use that to summon a court demon. You know what I intended to do with that court demon? Have it kill someone rhea hated? No. I intended to ask it to further rhea's own magery, and allow her to have control not only over Air, but Shadow/Void as well. Of course code would not support this, and I was prepared for that, it would have been an entirely rpable thing, much Fechos. With this I had planned on doing more public scenes, maybe not as big as what was at River square but decent sized. I mean afterall a mage who can 'control' two different elements, the two most prevalent elements on Urth, Void and Air? That would be terrifying would it not? And on the mage side, using prior knowledge of the Fallen manus tower, and the new 'rpable' element, I had intended to try and get mages to join together, and reform the manus, whether by code or just rp. But no, all this potential future rp... down the drain in one fell swoop, all because I decided to try to do mage rp out of the norm for you all. On top of that, how often does the game get mage related rp that isn't just 'Oh I'm going to summon a demon and let it loose on the city' or "I'm going to use my magery to kill someone'? With rhea I made it a point to avoid that stereotypical mage rp, and instead focus mage-related rp that did not rely on killing or maiming. Not once as Rhea did I actually kill someone, or really attack them, minus Rhun but even then I looked for someone who was willing to get their character involved knowing full and well it would likely end up with their death. I know how hard it is to lose a character, and that is why I've never actually killed a player-character on any of alts, 3 years I haven't enacted a pkill outside of pyrings or executions. And even though it would have been easier to just go the 'killer' mage route, I wanted to give the game something different, something that would hopefully have a more lasting impact, and give others something different to rp about.
Now before someone says the all-powerful phrase "But Vox, playing a mage is about risk." Let me provide a counterpoint to this ridiculous phrase, which I hear thrown about as some excuse all the time in mage-related topics. Yes, playing a mage is a risk, it makes that very clear when you choose magery at the start, that your character is more likely to die than others. However let me point out one big thing: Mages don't owe you rp. They don't have to put their character at risk just to give others rp of the mage kind. Nothing is forcing them to. Heck if mages so chose to they could hide their magery completely and only keep it between mages, preventing others from ever getting mage related rp. But no, most mages are willing to take that risk to bring others rp, for the sake of the story. It is also incredibly disheartening when you are trying to give said rp to other people, branching out, putting your character at risk for the sake of others... and all that work you've done is thrown back in your face, and taken for granted, as if you owe it to these people to sacrifice your character for the sake of their rp. There is a reason very few mages currently do anything close to what rhea did, and it's because it's not worth it in the long run. So remember this next time you are confronted with a mage trying to bring mage related rp to the rest of the game, and they aren't attacking, remember that they don't have to put their character at risk to bring you rp that is integral to the theme of the game.
Also I know this may come across as bitching and complaining, but you have to remember something, I have played both sides of the coin. I've played a reeve, a knight, and an inquisitor and I've also played my fair share of Mages. So I'm not just basing this on one side of the coin. Heck I've played 23 characters, 14 of which have been mages. I've been around the block. But only with rhea and Misune, who both lasted 2 ooc years with misune still going strong, have I really had a chance to sit back and observe the game's reaction to mages, icly and oocly. So I like to think I have some idea of what I am talking about.