[Poll] Masonry

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Would masonry be a good addition to TI?

Poll ended at Mon Jun 08, 2015 5:41 pm

Yes
5
45%
No
1
9%
Maybe (comments below)
5
45%
 
Total votes: 11
User avatar
Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Mon Jun 01, 2015 5:41 pm

A player requested we poll who wants masonry.

Masonry would be a new skill to allow characters to ICly build homes, parks, and other game locales. It should take some building pressure off staff and allow players to be creative on their own merits.

Dice
Posts: 479
Joined: Wed Sep 21, 2011 6:15 pm

Mon Jun 01, 2015 5:51 pm

I voted 'maybe' because I think this would be cool but I rate it as waaaaay down on the priority scale. So it's a yes, strongly qualified enough I thought maybe made more sense.

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Inertia
Posts: 181
Joined: Sun Feb 17, 2013 9:24 pm

Mon Jun 01, 2015 5:54 pm

I believe that building will (should?) always require staff oversight to make sure new places are legible and thematically appropriate. I like the idea of being able to write and place things JUST SO, and adjusting things to fit my vision without having to trouble someone else to make ridonculous tweaks for me, so the idea of some sort of limited builder power is wonderful. Arguably it'd be easier on staff and allow for swifter turnaround if all someone has to do is approve and charge some money.

As a player who has remarkably little patience for waiting on stuff like this, my vote is basically 'yes' but personally I find this perk to be a lot lower priority than almost anything else I've heard is on the docket.

EDIT: I also like the idea of PCs being able to drop costs on housing by putting time and effort into building somehow, generally - but saying that Joe Woodworker down the street can build a house because he's got 75 in woodworking seems a bit much.

Applesauce
Posts: 291
Joined: Sat Feb 02, 2013 11:13 pm

Mon Jun 01, 2015 7:36 pm

I think it's a nice idea from an IC laborer perspective but, as Inertia suggested, it opens the door for a lot of "bad" descriptions with regard to theme or even just plain grammar. There are a lot of people who don't use @f in their descriptions, or who forget capital letters, punctuation, and other things in their roleplay that's easier to overlook than if it exists in a room description.

Not sure the best way to resolve it - if every room requires staff review and approval before it can be used, nothing's really gained as far as staff effort (and the logistics of allowing a PC to create/desc a room but not "use" it ICly yet are beyond me). So I voted "maybe".

Tremere
Posts: 166
Joined: Sun Jun 22, 2014 3:45 am

Mon Jun 01, 2015 9:50 pm

I put in the maybe. It seems like a nice idea, but I am not sure if it has enough to it to constitute a whole craft and worry about it. It would probably go into the realm of the woodworker where it is hard to get more than one at a time, if that many, which may be decent for their business, but if they aren't on at the same time as you or if it is your own alt makes it very difficult. It's a nice concept, would be cool to see, but low priority.

quanin
Posts: 24
Joined: Wed Apr 09, 2014 2:19 am

Tue Jun 02, 2015 4:41 am

Like the majority, I stuck to the "maybe" option. A lot of the same concerns as were already mentioned re: still more than probably requiring staff oversight so not entirely sure how much actual work would be saved/transferred to the IC realm. I love the idea in theory, especially insofar as Vandagan characters are concerned (that's culturally their thing, after all), but without a clearer idea of how that would actually be fleshed out, and how it's supposed to lighten the overall workload for staff, I can't give it a definite yes. On its face it seems like a lot of coding effort for little actual gain, and that effort would probably be better spent on something like roles instead.

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