06-08-2012, 12:25 PM
When it comes to think like a narrative about the city it should really come from the players. I'm not saying the staff play no part, but those sorts of things are generally driven by players. On IN1 there was a league of chaos called VDGP which formed on its own, there was a Trinsic council which was formed primarily by players and then later given some nominal authoritative powers by the staff. My point is that generally the players got the ball rolling themselves before staff got involved. The reason for this is that it's not really the place of the staff to tell people what they should be RPing, and even if we wanted to if our ideas don't resonate with enough players then they'll fail anyway. I'm no expert in RP, far from it in fact, I'm more the PvP/scripting/tournaments guy, but well these are my thoughts.
You have to also bear in mind that big decisions like changing the guards of an entire city, giving players authority over a city or giving them special powers etc. are all decisions that really have to come from Taran or from someone Taran has given the authority to do that, I can't do or promise anything myself even if I wanted to.
If I was in your position and wanted to get something going I would buy a big static in the unguarded part of E Brit, I'd call it the Bastion or something, RP it as the sheriff's guardhouse - the last bastion of law and order in the lawless side of E Brit. Try to play it up and encourage PKs to raid you, try to goad them into forcing you out. If the static was near a bridge then it may also encourage other neutral or order players to aid you from the guardlines much like they do at Brit Bridge. If you had some success you could then ask the staff to provide some more incentives for people to fight for control over E Brit, perhaps add some vendors or move some of the casino items to the unguarded town hall in E Brit. It would have to be something people are willing to fight to use or fight for control over, but also not something that will break the game or massively inconvenience new players (e.g. I wouldn't move Jack/Jill to E Brit, etc.).
You have to also bear in mind that big decisions like changing the guards of an entire city, giving players authority over a city or giving them special powers etc. are all decisions that really have to come from Taran or from someone Taran has given the authority to do that, I can't do or promise anything myself even if I wanted to.
If I was in your position and wanted to get something going I would buy a big static in the unguarded part of E Brit, I'd call it the Bastion or something, RP it as the sheriff's guardhouse - the last bastion of law and order in the lawless side of E Brit. Try to play it up and encourage PKs to raid you, try to goad them into forcing you out. If the static was near a bridge then it may also encourage other neutral or order players to aid you from the guardlines much like they do at Brit Bridge. If you had some success you could then ask the staff to provide some more incentives for people to fight for control over E Brit, perhaps add some vendors or move some of the casino items to the unguarded town hall in E Brit. It would have to be something people are willing to fight to use or fight for control over, but also not something that will break the game or massively inconvenience new players (e.g. I wouldn't move Jack/Jill to E Brit, etc.).