RSS

Category Archives: Guild Wars 2

MMOs and the weirdness of raiding…

I’ve been chewing over this post for a couple of months now, ever since I undertook my first dungeons runs in Guild Wars 2 earlier this year but I’ve been meaning to write something about raiding since I began to tag along with raids in LOTRO back in 2011. Now there are huge differences between those two games but there is also a striking similarity, at least for me, and that is that I find raiding not only profoundly boring but also confusing in its stylistic switch from the rest of the gameplay.

GW2 is probably the best example of this. The game itself is anything but boring with the heart and soul of it engineered to allow you to play pretty much alone whilst giving you something to do all the time. Wherever you are you are never more than a few minutes from an event chain and you are encouraged to use the various weapon and profession skills to complete them. As an engineer I know I have certain rifle skills that work well with turret skills and I need to use both, as well as constant movement and healing, to win the fight and this feels right, it feels like the game Arenanet designed. But when it comes to raiding it all changes.

From a position of knowing your skills and understanding how to dance around an enemy in order to survive, you are thrust into a game mode where all you have to do is stack, i.e. all stand on exactly the same spot and mash attack, heal & rez skills, and that is mind-numbingly dull. Not only is the game play style dull, but what it does to your experience of the world is criminal! Do you know what I see of most fights in raids? A firework display of particle effects centered on a strange multi-limbed beast and nothing else – none of the amazing wotk the devs have put into the area because we are all stood in a crush hitting and healing and checking out emails on your phone instead of concentrating on the fight.

I would love to experience more of the dungeons and areas built by Arenanet but not stood in a clump. I want to use the skills I’ve learnt in the game, not be forced to play a whack-a-mole. I want to take the awesome moves I pull fighting a group of Tamini Centaurs and apply them to fighting a dungeon boss so that when I bring it down I look awesome, not like a strange mutant-blob-thing!

Sigh. Maybe I’m missing something obvious but for the life of me I can’t think what it is. Raiding is boring.

 
10 Comments

Posted by on 15 July, 2014 in Games, Guild Wars 2, LOTRO

 

Tags: , , , , , , ,

Life in Tyria: The Tyranny of Gold…

I’m by no means rich in RL. I have a job but also a mortgage and kids so I have to make choices every days about what I spend my money on and, if I’m honest, that sucks, yet it’s also life and there is no point in worrying about it. But that’s not to say I want that experience in my games and if there’s one thing I’ve discovered I hate hate hate about MMOs such as LOTRO and GW2 it’s that I’m always poor in there too!

In LOTRO I spent ages trying to get enough gold to buy enough equipment to make me more or less effective and it got me nothing. In GW2 I’m always on the edge of poverty and having to sell everything I can just to fund the purchase of armour and weapons for one character. I’ve had 100 gold pieces recently but that didn’t last long and I’m usually hovering between 20 to 50 as I buy new exotic sets for my Engineer builds. I don’t craft and I’m not saving up for a legendary, I salvage and gather and therefore you think I’d be rolling in moolah but I’m not and that ticks me off. And there doesn’t seem to be an easy way to get gold in GW2 outside of mindlessly running dungeons.

Frankly I don’t want to be poor in two worlds. Sigh.

 
 

Tags: , , , ,

Life in Tyria: Guilds and stuff

I’ve just been asked to leave a guild. Well, actually I was asked to represent 90% of the time or leave. I choose to leave because if I have to dedicate all of my precious time to one group of people in a game where the ability to join multiple groups of people is central then I don’t want to be with those people. Now of course the choice of 90% rep-time is up them but it’s a new rule that wasn’t there when I was invited to join so I feel cheated, as though we have both wasted our time and I have wasted all the influence points I ground out in events.

Sigh.

So now I’m back to being in just two guilds (well, three but one of those is mine and I only opened it for the 50 bank slot facility), one being the Celt group I joined way back in 2012 and the other is the Crimson Ashes group I joined recently for roleplaying. The Celt group is super casual friendly and full of really nice people who take me on guild runs, and the Ashes are a nice bunch too but both have a similar issue I’m increasingly having problems with – they don’t seem to like the Living World stories.

Why is this a problem for me? Because I like the Living World content and I want to share my time with people who do. With the Celts I can share guild events and dungeon runs so it doesn’t matter too much, but with the Ashes it’s all about roleplaying and storytelling and yet they dislike the main storytelling medium in the game. Now I know that LW season 1 had problems but for a RP guild to turn off from it means there is a whole world of content I can’t explore with them and therefore if I go off and take part then I’m not doing stuff with them. And I can’t find a way to square that circle.

Ye gods but being in guilds is harder then I thought.

 

Tags: , ,

Life in Tyria: All the fun of the Festival!

Some people are calling it filler and bemoaning both the reuse of “old” content and the lack of Living Story but I’m actually rather enjoying the Festival of the Four Winds in Guild Wars 2 and I don’t care who knows it.

Partly it’s because I missed the Bazaar of the Four Winds last year (along with all of Season 1 of the Living Story until the attack on Lion’s Arch this year) but largely it’s because it’s damn good fun! The Boss Blitz is a blast and the Labyrinthine Cliffs are seriously beautiful. The rewards are pretty nice, I’m enjoying the expanding stories of the main characters and there seems to be some rather nice teasers dotted around that I hope will lead to something down the line. All in all, apart from the grind of getting the reward tokens (and that wasn’t really all that bad, trust me), I’ve had a fun time. Let me break down my thoughts a little…

Boss Blitz: Wowsers this was fun! True it’s a circle-zerg but I quite like zerg content. And this was clever zerg-content in that that whilst a zerg could do it, it could be done faster (and for greater reward) by a small number of co-ordinated groups. To be honest, were I a more structured player I may have found this very aspect annoying as the public nature of the event meant that even with a coordinated group zergs could drop in and blow all the good work by scaling up the bosses, but I’m not so I liked it. I got bronze most times (i.e. zerging it) and a couple of silvers when I ran with people desperately trying to organise a coordinated effort (all of which were fekked up by zergs). The worst part was map chat which became a furious rant-fest so I turned it off.

Gauntlet Matches: I only had a brief goo at these and they were fun. In the end, duels are just not my bag so I had little interest in them. Still they looked and played beautifully (love the opening floor idea!)

Charged Crystals and Baby Doylak Racing: Both were great fun. I love the cliffs and the idea of the aspect crystals and I made as many tokens here as I did in the blitz, just with a lot less map-chat rage and carpal tunnel than with the blitz.

Crystal hunting and other cliff events: Jumping puzzles tend to annoy me and PvP stuff just isn’t for me so I never tried those. Sorry Anet, I’m sure they were great though :)

Divinity’s Reach and the Labyrinthine Cliffs: I really miss the Great Collapse in DR. Sure the Queen’s Pavillion is amazing (and it really is!) but I can’t help thinking that the Collapse was such a wonderful well of story ideas that was erased in favour of an arena, albeit a very beautiful one. The Zepherytes’ cliff-side home is just beautiful! What an amazing build! I would love Anet to make it even bigger so I can spend more time exploring – and using aspects to get around is a joy, what a shame I can’t smuggle those powers out into the rest of Tyria ;)

Living Story: I know there’s not much as it’s not a LS release, but the summary of Season 1 for the Chinese & returning players is really nice. I know there have been criticism of the charactisation and writing of the heroes known as “Edge of Destiny 2.0”, but I’m really enjoying their exchanges. Tiami is funny as hell, it’s nice to see a couple in love with Kasmeer & Majorie and I think the Braham & Rox team is a really interesting friendship to watch develop. Hopefully they’ll avoid making the Norn too dumb as I’d find it harder to identify with a dunce then I do with a simple man of action. Ultimately though this don’t give any more clues as to what will come in Season 2 and I don’t mind that. Time and place, I say, time and place..

Other story type stuff: Now, beyond the summary of LS season 1 I think Anet have been clever about sprinkling a few tidbits around that could (hopefully will) lead to more storylines that could be (hopefully will be) unrelated to LS Season 2. Taimi is talking about the Zephryites getting ready for a long journey – but where to, when & why? What about the Jade Fish Statue? Does that link to the Jade Sea and therefore Cantha? And then what about the paranoid guy Carden? He’s forever trying to desperately sell something shady but when the Zephyrites see whatever it is they won’t deal with him anymore because of what it is and who he got it from – what is it and who did Carden take it from? I’m sure there are more hooks I’ve missed but these stand out as potentially really interesting adventure leads that, were this an open world or paper-based RPG, I’d be following instead of the road leading to the jungle dragon.

So there you have it. I’m really enjoying the Festival of the Four Winds and I don’t care who knows it :)

p.s. Kookoochoo is amazing! See him now!

 
3 Comments

Posted by on 28 May, 2014 in Fun, Games, Guild Wars 2

 

Tags: , , ,

Life in Tyria: Legendaries are another miss, just like in LOTRO.

OK, let me start this by stating two things:1) GW2 legendaries are *not* as bad as LOTRO’s clusterhump system, and 2) I don’t actually own a legendary in GW2 so have never used one but I still think they suck and here is why.

1) It’s grindy, complex and frigging expensive to make one. I just haven’t the time or the money to do it so owning such a weapon (and armour should it ever be added) will be out of my reach. Given that the next level down, Ascended, seems to be just as much of a ballache to craft it looks like my gear progression in GW2 stops at Exotic and this strikes me as a damn shame.

2) They are as ugly as hell. Jebus H Pressley but the GW2 devs like to design some tacky, spiky shit. True, this is purely subjective but the fact remains there are almost no legendary weapons I’d want to be seen with anyway. Hell, look at Orcrist from The Hobbit, it doesn’t look like they were bought in a Blackpool £1 shop does it? Here, let me demonstrate.

Orcrist - how lovely, almost as if created by talented craftspeople/elves.

Orcrist – how lovely, almost as if created by talented craftspeople/elves.

A fugly sword bought from a cheap kid's toys shop and made with no love or care.

A fugly sword bought from a cheap kid’s toys shop for £1.99.

Some weird looking legendary sword from GW2 - it makes my eyes sad.

Some weird looking legendary sword from GW2 that makes my eyes sad.

So given that I will never be able to get a legendary weapon in GW2 and if I ever did I’d never want to be seen with one, why am I moaning about it in this post, beyond something to post & moan about I mean? Well just because I don’t want to be seen with a legendary weapon that looks like it was made by my seven year old and coloured in by my 4 year old doesn’t mean I don’t want a legendary weapon. Let me explain something about the way I play my games, from SL to LOTRO to GW2.

I carefully design the look of my characters. Now this may come as a little bit of a shock to some of you, but I think long-term readers and old friends who know me well and have played along side me in SL will know that I always find a look and then I stick to it. HeadBurro Antfarm went through a few trials before I hit on the half-gazelle skin in urban clothing and ethnic jewellery. Hell, just finding that backpack was a huge undertaking that I still remember fondly. In LOTRO I dressed all my guys in what I considered to be appropriate gear – the hobbits in Bounder’s garb, the human warrior in armour but with a backpack fit for the scholar he was, the dwarf and elf in similarly suitable ethnic & profession gear. None of them have been showy or ostentatious, none have gone in for garish colours or effects, weapons have been suitable for the lore & professions, armour has been muted and, as far as possible, realistic in nature.

And then I come to GW2. Oh boy. Someone in Arenanet has a spike fetish. Someone likes huge shoulderpads. Someone dreams of bling. Just look at this unholy monstrosity!

Jesus. H. Christ.

Jesus. H. Christ.

Who in the name of all that is holy would wear that? It would be fuck all use in a fight and if she as much as coughed her tits would pop out. And how is she going to get in to any tavern with that stupid hat on and those mahoooosive shoulder… things strapped to her? And curly toes? Jesus.

Look, I can live in a world where this shit exists but is it too much to ask for some of the armour and weapons at the top of the tree not to look like the vomit pattern of a caffeine & red bull riddled mentalist?

Oh, what’s that you say? There’s a Transmutation system? I can give this amazing stuff the look of my boring looking armour and we are all happy? Hardly. That costs money in GW2 and at about a quid a pop which could make transmuting all your armour and weapons cost you upwards of ten British pounds every time you upgrade them en masse. Call me odd if you like but the thought of paying multiples of monies just to keep the look of my character the same somehow doesn’t appeal.

Now my understanding, without ever having owned or used one, is that these legendary weapons are not a huge stat boost. Arenanet, wisely in my opinion, veers away from sudden and huge jumps in the power of gear and instead makes the changes small but relies on the ‘improved’ looks they design to entice players in for the bigger, brighter shiny. As I think we have discovered this won’t work on me and given that the power uppage is small why do I want one?

Because I do. Because it’s a game genre about, among other things, continually improving your gear.Part of the fantasy (and scifi and spy and etc…) genre is the finding of the bigger, better weapon and playing an MMO RPG should be no different. I’m not dashing all over Tyria helping people out for the good of my health you know, I want a reward. Several rewards. I want a legendary weapon. I just don’t want the ones Arenanet are offering.

So what is the answer? What is it I want? Well dear reader, I’ll tell you that in another post soon…

 
8 Comments

Posted by on 24 April, 2014 in Fun, Games, Guild Wars 2, LOTRO

 

Tags: , , , , ,

World building, part 2: This town, is coming like a ghost town…

In my last world building post I talked about, amongst other things, better weather & seasonal effects to make the world seem more alive and changeable. Well in this post I want to move from the macro back down the scale and look at towns, cities and other settlements because it’s not just the world that needs to come alive for me but the place I call home too.

My first ever experience of an online, populated city was Nova Albion in Second Life. I rezzed nearish and wandered on down where I was grabbed by the lure of free Linden Dollars in a camping spot (this was before I realised how damaging camping spots are to online worlds, sucking up computing resources for no benefit to the environment). Once I broke free of the camping chair I began to explore the city and was amazed that such a place could exist – it was a city built by and populated by the players, a deal of who I could see around me! Now it was sometime before I realised that vast majority of players were in one or two locations within the city and the rest of it was a well-tended wasteland so at the time this was a hugely exciting to me.

Nova Albion, Second Life's first city...

Nova Albion, Second Life’s first city…

My next experience was of Bree in LOTRO and I still remember riding through the gates and down the cobbled road from Combe for the first time. It was night and I was following a more experience player in my first few hours of playing and I can still feel the excitement swelling inside me, something akin to the first time after passing my driving test my Dad had me follow him onto the motorway – pure nervous adrenaline as I moved from one world to another, it was amazing.

Bree, so small yet so oddly important...

Bree, so small yet so oddly important…

My most recent experience has been in GW2 where I fell truly, madly, deeply in love with Divinity’s Reach (such a bloody beautiful name, too). The levels! the architecture! The housing! The scale! Oh my gods I was blown away! It is still the most beautiful city I’ve ever seen in a game but do you know how many times I go there and explore it? Never. I teleport to the bank and teleport back out to the game. I teleport to the Maiden’s Whisper for RP and teleport out again. If I crafted I’d teleport to the crafting station and then out to the game again. The is no reason for me to wander around the city and therefore it could be three or four small rooms and I’d still get the same benefits and that is a crying shame.

Divinity's Reach - full of places you can never reach or explore...

Divinity’s Reach – full of places you can never reach or explore…

Do you know what Nova Albion, Bree & Divinity’s Reach have in common? They are deserts. Wastelands. Ghost towns. People hurry from location to location in an entirely perfunctory manner to get between locations such as bank to auction house or auction house to crafting station in order to complete a necessary task related to the furthering of a step within the game. Taking a helicopter’s eye view of the city over 24 hours you’d see players whizzing back and forth between a small number of locations using the same routes whilst the rest of the city simply lies dormant.

So what to do about this sorry state of affairs, I hear (or at I imagine I hear) you ask?

That’s a good question I have no easy answers to but here’s what I’d like to see in online cities, things I feel would brathe some life into them and make them worth not just visiting again but actually playing in:

  • Player housing throughout. True this was the case in SL and cities there were still deserted but none of these ideas are meant to happen in isolation. I think player housing is important because not only does it give players a reason to be in the city but it also makes them invested in the city. All of the amazing buildings in Divinity’s Reach are unusable with only the occasional one open, but even these are museum displays that can’t be played or interacted with. True there is the home instance of Selma but it’s just that, an instance; a private bubble of the city created for and inhabited by only you – and where is the fun in that? Let players live in the city and make it their own.
  • Events throughout the city all the time. Give the players a reason to be in the city other than crafting, banking or redecorating their house. Player guilds like LOTRO’s Lonley Mountain Band prove that if you put an event on people will come so put events on! Allow players to put events on! For the love of all that is holy, breathe some life into the place and get people dancing! Random small celebrations should happen, Weekly markets with special items, Parades that wind their through the city streets. All night parties right outside your window. Holy days of celebration to the various six Gods. And why not have dungeons in the city? Why not have quests and dynamic events happen there?
  • Let crafters own shops. Let players own a shop that you can visit and where you can buy their goods, whether those have been made or found. True these items could also be sold on the trading post but why not between people? Slap a 15% sales tax on and the gold sink remains. And if the player is out playing then let them hire an NPC to man the shop for them (an even bigger gold sink).
  • Whilst on the subject of NPCs, make them real. Don’t have them standing around waiting to be clicked on but have them wandering the neighbourhood. Have them going in and out of buildings and doing stuff other than waiting. Like exploring a city, listening to NPCs talking is fun the first time but then never again. Hell there is a conversation between two ministers about the Centaur problem going on right now that was going on word for word when I started over a year ago. Why? That conversation hasn’t moved on so it gives the impression neither has the world. NPCs should seem like they really live and work in the city otherwise the city seems like a theme park exhibit.
  • Let the city change at night. Traders should close shop and go home, NPCs should wander off to their families or the pub, parties should start, Seraph patrols increase, curfews enforced, drunken fights break out, arrests made. In short the city should act like a real city and be different at night as it is in the day.

Of course, a lot of this goes for *all* the settlements in the world. All of them need real day & night cycles with NPCs that do more than stand around like idiots awaiting an instruction to sit. Players should be free to live in the countryside if city life is not for them. Merchant caravans should allows player-traders to join them. The whole bloody world should feel more interactive and real and alive and a lot less like a game where you can’t play with all of the pieces.

This is exciting as my home instances gets...

This is exciting as my home instances gets…

 

Tags: , , , , , , , , ,

Life in Tyria: Building a better me…

I’ve been messing about with builds lately. It’s not something I’ve done a lot of in the past, I think I was just getting the hang of it when I stopped playing the game in Dec 12 and so I never really got to go deep into the heart of how it affects gameplay experience.

Well now I know, or least I know a little bit more than back in 2012; it affects it a lot and with the coming changes to how we spec out a character it’s only going to become more flexible and powerful and this seems like the perfect time to start tinkering with it.

But let me back up a bit and explain why I’ve been fooling about under the hood. I play an engineer you see and whilst the ‘Engi’ is a fun class to solo with it really is designed to be a strong support class and therefore many of its’ tool kits are most powerful & (possibly only) useful in group situations. I play 99.9% of the time alone. This makes most of the kits and gadgets the Engi has available useless to me, likewise with the traits that back them up, and I find myself relying heavily on turrets to pull aggro from mobs and then lots of dodging and kiting (and healing!) to stay alive long enough to grind the enemy down to a bloody puddle of zero. Yet when I watch my son play his Warrior, a class that has no gadgets but can use more weapons and has access to stronger armour, he can just attack stuff and it dies right there in front of him! Oh I’m so jealous! Here am I, my fingers tying themselves in knots on my G13, my brain screaming DODGE! ROLL! DROP TURRET! GRENAAAAAAADE! DODGGGGGGE! as I dance and wheel around one on-level veteran with my health bubble bouncing up and down like a nervous bride’s nightie, whilst he runs up to a gang of four slightly higher level mobs and casually punches them so hard their bones turn to dust and they shit out gold coins as an apology for disturbing him!*

gw604-MOTION

My son’s warrior speaking to Logan Thanckery and planning to casually kill mobs whilst napping.

So I took to the traits panel and began to play about with my build. I’m level 80, have most skills unlocked, have OK armour & weapons (all rares rather than exotics but the difference is small enough to ignore on the macro scale of getting my arse kicked by a vet undead giant and his small army of big ass zombie grubs) and well -chosen runes and sigils throughout – to be honest a re-trait is all I have left to play with.

In the past, when I first learnt about builds, I speced myself out to be a crack shot with the rifle and increase both my crit chance and crit damage and this worked well for me. Then I read about the flame-truck build and followed that (basically making myself tougher with a flamethrower) but whilst this was good for a while it did not scale up well and became less effective the higher I got. By the time I left the game I had settled on a turret-centric built that made my turrets stronger and ‘tossable’ but in coming back into the game now and finally getting to Orr I’ve found this wasn’t really working for me, especially as the turrets are all but one-shotted as soon as I have them out. So I tried a few new builds with the intention of mixing things up and going crazy in the hopes of finding a cool niche for myself but straight away I was stopped as all the wacko options use the tool kits and gadgets that are more support orientated. Still I tried. I kept a solid 30 points in the explosives line (it saddens me to say that pretty much all Engis you talk to can’t justify breaking the tyranny of the top line here) and moved a full 30 into tools to try and gain some kit swapping, hit-blocking abilities and the final 10 giving me tougher turrets. With this I lost a lot of nice stuff from the previous build such as reduced fall damage and faster running speed but, I reasoned, if it meant the enemy went down faster it was a trade off worth making.

They didn’t. It wasn’t.

Why. Wont. You. Just. Bloody. Well. DIE!?

Why. Wont. You. Just. Bloody. Well. DIE!?

True I discovered a lovely trait where my speed was increased a lot when swapping to grenades, but other than that the Orrian undead remained undead for far longer than I had hoped. It seemed that just like the combo of rifle and grenades, the only traits that help an Engi solo successfully in Tyria are firearms and explosives.

A chat with my guildies helped a little, they convinced me that other weapon options and traits do work, but I think we all agreed they tend to work in group situations so I headed off to the trainer to once again reset and re-build (at a cost of less than 2sp, I can see why Arenanet are about to make this free – it penalises nothing but my time). The upshot is I’ve gone all the way back to something very much like my first build; 30 in explosives, 30 in firearms and a cheeky 10 in inventions to protect me from fall damage. The main difference this time is that my armour, runs and sigils are better chosen to build my strength, toughness & precision rather the healing and condition damage that (I’ve been reliably told) don’t scale well and therefore are wasted. Once more things I shoot at or blow up bursts into flame and dies in a writhing heap at my satisfied (probably dodging, rolling & dancing) feet. Now if only my turrets were better at agroing high level mobs for a decent amount of time I think I’d be pretty happy with my performance. True that my son’s warrior can still punch things into orbit whilst I do the foxtrot with them, but at least I kill them with some style and panache, eh?

Use all the 'nades...

Use all the ‘nades…

* I may be over stating the case for the Warrior. I think they were silver coins and the apology may have been a death gurgle.

 
 

Tags: , , , , , , ,

Life in Tyria: Big changes are a-coming, starting with traits…

In mid-April Arenanet are releasing their first ever feature only update (I was away for so long I hadn’t realised that they were releasing feature changes along with living story updates) and it’s looking like it’s like it’s going to be huge!

There is a post from Arenanet all about the first changes which are going to overhaul the whole traits system but I really liked the video from Wooden Potatoes which explains in a lot more depth why this is important and how game play might change. I’m looking forward to it but if you are playing GW2, what do you think?

 

 
Leave a comment

Posted by on 21 March, 2014 in Fun, Games, Guild Wars 2

 

Tags: , , , , ,

Life in Tyria: How roleplaying in GW2 works…

It’s been a week since the Crimson Ashes Guild accepted me in on a trial period and in that time I’ve been on a steeeeep learning curve about what RP in GW2 is and how it works. Here’s what I’ve uncovered so far.

As in SL, live RP is just a matter of typing out loud (/s) and emoting (/e) the words, deeds and thoughts of your character whilst remaining totally in character. any out of character stuff is done via private, group or guild chat (/w, /p & /g respectively*). There is a lot of suspension of disbelief as well as a lot of nothing happening to the characters on screen, with all the action being described in chat rather than ‘acted out’ on screen.

With the monster hunt I took part in on Saturday I had expected it to be a group fight against a real in-game monster but the day before I had the opportunity to ask the leader, Craywin, about how this would work. Bloody good job I did otherwise I’d have gone in all guns blazing and looking like a right nutter! No, instead of fighting a real game monster, the ice brood minotaur was imaginary and operated by Craywin, who was also there as Craywin. It worked like this:

  • We met up in game and were from then on in totally IC with all OOC chat behind the scenes.
  • We walked to the location Craywin had in mind for the encounter (along the way taking part in any dynamic events that naturally happen but doing so totally IC).
  • Once at the location Craywin OOCed us to start the encounter. From then on in he was being both player and DM and he emoted the beast’s movements and actions in chat.
  • A marker was used to show the rough position of the beast (in this case a banner) so we could better work out a reply.
  • After each batch of emotes describing the beast’s actions, we could emote our actions and talk/shout out loud to each other IC.
  • The length of each ‘turn’ was not set but quickly found a natural pace.Essentially not too much action and no players saying “I hit it dead in the eye and it dies!”, the DM decides those kinds of things both to keep the experience fair & fun for all but also building to an exciting conclusion.
  • Dice rolls weren’t enforced, it’s up to the players if they want to use them to add an element of chance to the action otherwise it’s much more about a shared trust that all parties work together on a shared narrative.
  • It took about 4 turns to kill the beast which took us 40 mins or so.
  • Afterwards we RPed about the aftermath, healed the wounded, etc, Again, most of this was done with out loud IC chat & /e emotes but there was also some use of positional emotes such as /kneel for bending to a fallen player and /sleep to be that player.

All in all it was both not what I was expecting and exactly what I should have expected. It was great fun. It was back to my teen yaers playing MERP on the kitchen table. It was collaborative story telling. It was roleplaying and it was good. It’s a long time since I’ve been this excited about a game, probably since writing Steal Head if I’m honest and that’s because I get to create the story once more. Hell it’s even made me think about SL again, something I never thought could happen!

*GW2 commands are listed here with the emotes here and a guide from the emotes programmer here.

 

Tags: , , , , , ,

Roleplaying in Guild Wars 2: Meeting the Family…

I was hoping to have written up a follow up to my ‘Humble Beginnings’ post by now but alas, I need to sleep in between work and playing GW2 :-D

When I last left off I’d met some of the Crimson Ashes Guild in the Maiden’s Whisper and had been invited to an IC meeting with the rest of the Guild at the same place the next day. I only just made it after tearing down the motorway from work, but make it I did and I walked Jurak up into the pub – right past all the Guildies who were watching my with what I can only imagine was bemused pity as I strode on by. Luckily the same player who had met me both the previous night and in the Lomar’s pass camp was on hand to save the day (and my blushes).

gw570

Victoria introduced me to the group, including who I think is the boss, Craywin (although they may have no overall leader, it’s hard to tell) and we all chatted in character for a while. In the end they agreed to give Jurak (and me, lest I forget) a trial period. Jurak was invited him on a beast hunt deep into Svanir held territory whilst I was told that whilst attendance was casual they do expect active participation a couple of times a week, which seems both fair and manageable to me. They came across like a nice, friendly bunch. I’ve not been in many guilds in my gaming life (this is number three) but I’ve always been lucky to pick friendly ones. My only complaint in the past has been the last of a cohesive narrative for the group to exist, something to hang the whole suspension of disbelief on. Yes it’s nice to chat in the guild channel about the game and the wider real world and that is invaluable, but it can’t (for me at least) be all there is. I think that in Crimson Ashes I’ve found something really special – a group with which to grow and share stories.

 

Tags: , , , , , , , ,

 
Follow

Get every new post delivered to your Inbox.

Join 484 other followers

%d bloggers like this: