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Topics - Lira

#1
Proposal
It's an open secret that alchemists, herbalists, tinkers, and cooks made heavy use of the Playing Cards packs for crafting. With those items no longer usable in crafting, I propose the creation of themed packs of consumables to take the place of cards. This would both enable crafters to engage with these systems at a rate that isn't (even more) soul-crushing, and do so with ingredients that are appropriately represented in the fiction: no more smashing cards together until you get a sourdough.

Example: A cook goes to Sparrowbroth and purchases a pack of "Cooking Essentials." The item's description tells us that the pack contains the essentials any cook might want: flour, salt, common spices, etc. The pack contains 50 charges which, when used, add a unit of of "Staple Cooking Ingredients" to inventory, which are valid components for Cooking recipes.

Similar packs would exist for Alchemy, Herbalism, and Tinkering: "Alchemical Fundamentals," "Assorted Herbs," "Sack of Parts," etc., for which I'm happy to write the text. This also opens up the possibility for future expansions: rare-drop or purchasable-but-expensive packs that provide a bonus to a relevant skill until consumed, or whose products provide some intrinsic bonus to the crafting calculation, perhaps.

Why Is This Beneficial?
In short: to alleviate a massive burden of carrying capacity, so that people will continue to engage with the crafting systems.

Speaking as a successful EFU:R alchemist and current EFU:COR cook and alchemist: crafting beyond the very basic combinations is a character-defining endeavor. While it's possible for almost anyone to dabble in crafting and get a result or two, going beyond those basics requires:
•   10-20 EFUSS points
•   A dozen pounds or more and at least a full page of inventory devoted to reagents
•   A full set of skill-boosting gear, which is often rare and expensive
•   Literally hundreds of hours of experimentation and careful note-taking

This is a difficult, tedious, immensely time- and resource-consuming endeavor that pays off only to people whose brains are wired to enjoy filling in spreadsheets. I spreadsheet for a living and enjoy EVE Online, so I have a relatively high tolerance for this sort of thing, but even then, shortcuts and efficient research paths are required to keep it manageable.

Cards have been the go-to because they were a solid base to work from, a way to fill out recipe slots while having "only" a couple dozen pounds and a page and a half of inventory space devoted to other crafting reagents – not counting the full set of skill-enhancing gear which is required for more-than-basic crafting. In this way, cards allowed something approaching a reasonable rate of discovery: you could, for example, relatively easily discover the fundamental crafting recipes in Cooking with a hundred GP and a week of evenings devoted to it. Going any deeper requires exponentially more engagement, at a direct cost in effectiveness in other areas due to carrying capacity requirements. Here's an example:

Say we want to find new cooking recipes. In my experience and in the experience of other crafters I've asked this chapter, the rate of discovery for new recipes is around 25-35%: that is, one in every three or four attempts will yield a viable recipe, rather than an invalid combination. It won't necessarily be one that's new to you, mind – the odds are good that a successful combination will be another way to make something you've already discovered, unless you're working in a new branch of your craft. Let's say for simplicity's sake that each combination we try has a 33% chance of being a valid recipe. What do we need to carry to have a productive cooking session?

Assuming we're cooking in one of the branches, and not looking for new ways to make dough or what-have-you, we need to carry a "primer" item like a Raw Chicken, and at least three other valid "combinatory items" to combine with it. But! In any given branch of a crafting skill, you will rapidly run out of permutations which "only" take four items, and will do most of your work in the 5-item range or higher. Primers are usually about 0.5lbs and take up 1, 2, or 4 inventory slots, and valid objects tend to be 0.3 to 0.5 lbs and take up 1 or 2 slots each; we'll assume the low end and say 1.5 lbs and 5 inventory slots per combination. On average, to find a valid recipe, we'll need to commit 5 * (1.5lbs and 5 slots) = 7.5 lbs and 25 inventory slots until we're ready to head to the oven, per recipe we hope to find. That's over a third of an inventory page, and a huge chunk of weight, for a single recipe. Ideally you'd want to only carry the primers and then buy all of your combinatory items immediately before you go crafting, but given the difficulty and time involved in reaching crafting locations, most PCs are going to struggle with this, especially with combinatory items that you can't purchase.

What this means in practice is that people who are serious about crafting are going to be carrying around 20+ lbs of combinatory items and primers, and occupying at least a full inventory page, at all times – and probably quite a bit more, even before you factor your crafting gear set. Cards lessened this burden by making it possible to carry around about 33-50% fewer combinatory items, although they did nothing for the all-important (heavy, bulky, often rare) primers. Blood is no substitute: even leaving aside how deeply weird it is in the fiction, the requirements for syringes, healing-and-resting, and so on made them at best a useful add-on for card combinations. A crafter with cards (or card-like themed packs) is able to keep their committed weight and inventory slots down to something manageable with effort and sacrifice; the alternative is onerous in the extreme, and is going to result in a significant decrease in the number of people willing to engage with the crafting systems. 

In Conclusion
EFU's crafting is a neat system, but the burdens it places on people who want to engage with it are substantial: even with cards or card-like objects, you really have to want it and be wiling to put in the hours, be diligent, take good notes, and make the mechanical sacrifices. This is actual work, and many people are not going to be interested in Doing Work in their leisure hours. It's a small subset of the population who considered this worthwhile, with the tools they had until this week. Lacking one of those tools isn't going to kill crafting dead – there will always be some people willing to go to any lengths to scratch the particular itch that only filling a spreadsheet with entries like "Syrup" and "Summoning Scales" can fulfill. But it will make it much, much more onerous. Considering how much time and effort has gone into making crafting available to us again, it seems a shame to cut down even further on the number of people who will find it accessible.

To that end, I propose a flavorful but functionally identical counterpart to cards, with descriptions tailored to the crafting systems they facilitate.
#2
When entering the alley leading to the Cheese Forge, moving too close to the left wall can trap your character in a small section of walkmesh from which they cannot escape.

Problem area is visible here.
#3
After leaving the interior of House Orza, if the door to the main Peerage zone has closed, it cannot be opened again, nor can you re-enter House Orza. This effectively traps anyone who goes inside between the door and an invisible wall, until someone comes by and opens the door.
#4
The temple of Hoar has an open invitation to shelter refugees from unjust persecution while vengeance is pursued on their behalf: a sort of 'battered persons shelter' as run by angry vigilantes.

A couple of PCs have already taken us up on that, and it would be nice to be able to offer them and others an actual refuge on the temple grounds without giving them Harbinger Keys and flagging them as faction members.

There's a couple of good locations for this, one outside, one inside. The exterior has a tent right outside the temple door that would work fine. The interior has places in the alcoves near the bells; the one Custodian Baltaire isn't guarding is probably better placement, less cluttered.
#5
The Harbingers of Doom




  The Harbingers of Doom are...[INDENT]... a sect of militant Hoarites dispensing the vengeful judgment of the Doombringer
 ... secular vigilantes stalking the Dark's worst criminals: the ones the Law won't touch
 ... partisans of a free and lawless Lower who still believe that actions have consequences
 ... the only place the poor and dispossessed of Sanctuary Below can turn to for Justice
[/INDENT]In short, the Harbingers are a hell of a lot more than a church. They're an association of secular, religiously-backed, conflict-oriented characters who have joined forces under the auspices of the Temple of Hoar to punish those who would otherwise escape justice, and to protect the vulnerable population of Lower from being preyed on by the strong. Think Salvation Army if it were run by Batman, but with less salvation theology and more righteous vengeance. Anyone who's willing to pursue the Harbingers' goals, wear the heavy mantle of their responsibilities, and live alongside devout servants of the Doombringer is welcome. Tyr and Beshaba in particular have notable histories with Hoar which could compel their followers to throw their lot in with the Harbingers.

 A word of warning: our faction goals, theology, and position in Lower make the Harbingers of Doom magnets for conflict. We're embroiled in some of the most interesting conflicts on the server, with a complicated web of alliances, entanglements, and rivalries, and part of the fun of the faction is building up those relationships and bringing them to a boil. If you're not comfortable with the possibility of working directly against other PCs, this is not the faction for you. But if you like diving head-first into conflict and enjoy being part of high-stakes cold wars that could turn hot at a moment’s notice, you’re reading the right thread.
 

 Goals and Themes
 Dispense vengeful justice. The Harbingers right true wrongs inflicted on those who have no other recourse. Vengeance is intensely personal, so it’s important to Hoar that the punishment be fitting, but there are as many interpretations of “fitting” as there are Harbingers. Swift eye-for-eye justice? Sure. Carefully moderated retribution to cauterize the bloody cycle of violence? Yep. Elaborate plots that end with an ironic reversal of fortunes? Absolutely.  

 Uphold justice, not the law. Hoar's doctrine of personal, preferably ironic vengeance doesn't play nicely with one-size-fits-all codes of law. We're not a police force standing on corners keeping crime at bay. We're vigilantes who ultimately want people to be so mindful of the inevitability of vengeance that order can be maintained without restrictive codes of law.
 
 Defend the unjustly persecuted. The Harbingers see an inappropriate punishment as a wrong to be righted all by itself. And you’d be hard-pressed to find people who’ve seen more, ah, excessively zealous applications of Upper law than the Lowersmen. The Harbingers have a soft spot for Lower’s people, and we defend them from Sanctuary’s justice if we believe they might be innocent.
 

 Faction Information
 Application: No.
 
 Recommended Alignment: Non-Chaotic. (Exceptions possible)
 
 Recommended Race: Non-Monstrous.
 
 Recommended Class: Non-Druid. Clerics and Paladins must be Hoarites.
 

 The Doombringer, Lord of Three Thunders, the Poet of Justice, Hurler of Thunders
 Portfolio: Revenge, retribution, poetic justice
 Domain: Nirvana/Doomcourt
 Alignment: Lawful Neutral
 Symbol: A black-gloved right hand holding a coin with a two-faced head or three lightning bolts or three deep rolls of thunder
 Cleric Alignments: LG, LN, LE
 
Dogma: Hoar charges his clergy to uphold true and fitting justice and to maintain the spirit of the law, not the letter of the law. Fitting recompense will always accrue for one's actions. Violence will meet violence and evil pay back evil, but good will also come to those who do good. One must be careful to walk the line of Hoar's teachings, to seek retribution, but to fall not into pursuing evil acts for evil's sake, for that way is seductive and leads only to one's downfall. Vengeance must be sought for all injustices, and all punishments must fit the crime. Revenge is sweetest when it is sharpened with irony. All attacks must be avenged. Those who do not respond to attacks against their person or that which they hold dear only invite future attacks.
#6
Bug Reports / Weapon deleted from inventory
April 19, 2014, 03:43:48 AM
At around 6pm Pacific today I was on Ialadris Vesparion, and doing some inventory management in Sanctuary. I suddenly received the message "Lost Item: Arachnid Mandible" â€" which was the weapon I had equipped â€" and the item vanished from my inventory. It didn't fall to the ground, it just disappeared. I was alone in the area at the time, and the ground was clear: as far as I can tell, it simply vanished.  
 

 Here's a screenshot taken almost immediately after, showing the Lost Item message:


[hide=Lost Item][/hide]
#7
Bug Reports / Vagabond AC Bonus Reduced by DEX Buffs
March 22, 2014, 11:31:48 PM
I play Rauva T'kar, a Vagabond-perk fighter. Earlier today another PC buffed me with Cat's Grace, taking my DEX from 14 to 16. I promptly lost 2 AC net, or 3 AC total counting the increase from the higher DEX. That's equal to my Vagabond AC bonus in my leather armor.

I know from past experimentation that having 16 DEX naturally on a Vagabond will reduce or disable your bonus in leather, but I was under the impression that magically-applied bonuses wouldn't cause this.
#8
Screen Shots & Obituaries / Ananfel Alanuil
November 16, 2013, 07:29:40 AM
That's a wrap, folks.

Ananfel had a good run, but he finally met his fate in one of the more memorable death scenes I've had in a while. Sadly it occurred inside the Chapterhouse, so I'm going to have to omit the screenshots.

I had two things in mind for Ananfel when I made the character. First, I knew that was going to have to climb a steep learning curve: learn the mechanics, the layout of the server, the setting, PC / NPC factions, etc. That inclined me toward a character who was both inexperienced so they could learn as I learned. Second, I needed a good excuse to go out adventuring - ie, to engage in the basic unit of social interaction for a PW where leveling up is a significant part of the experience. But I have a low tolerance for playing characters who adventure for adventuring's sake, so it had to have something interesting (to me, at least) motivating it.

I do a lot of tabletop gaming. One of the themes I've been dealing with a lot lately in those games is family, and how they almost can't help but hurt each other. I ended up wanting a character motivated by that. Ananfel was really just a kid, a teenager who was used to spending his days sailing and listening to music and poetry, and his nights drinking wine and - being a teenager - having a lot of good sex. A month later he was running through an apocalyptic wasteland with his emotionally shattered lover and a young child in tow. He became an "adult" overnight, and simply wasn't ready for it. Compared to spending his nights withering under his lover's scorn and watching the child he'd come to think of as his adopted son fall deeper into a depression neither of them could reach him through, flinging himself at kobolds and hook horrors was easy.

Ananfel was deliberately antagonistic to the conservatives in the Society of the Ordered Mind. That is, everyone except Blake and sorta-kinda Rallick. Not because he was an antagonistic person - Ananfel was a sweet kid who genuinely tried to see the best in everyone - but because as a player I wanted him to be at odds with the establishment and not quite realize it. He couldn't see how his entirely reasonable, friendly, personable way of doing things was incompatible with the Society's outlook. Either the Society was going to break him and turn him in to one of their hardliners, or he was going to change it from within - mostly without realizing he was doing it.

In the end, I think we get a bit of both.
#9
I do a lot of tabletop roleplaying. No surprise, right? I imagine a lot of us have a tabletop background, whether that's a D&D game you played as a kid or a weekly game you're in now. And it occurs to me that there's probably an audience here for some of my favorite games, RPGs that are part of a relatively new school of design that are broadly referred to as 'storygames'.
 
 Storygames are predicated on the idea that rules matter. If you play tabletop RPGs you've probably had at least one session (or heard from someone who has) where you had an absolute blast, but barely touched the dice. Or you played in a great game, but house-ruled the crap out of it so it would fit your group's preferences. Storygames are designed so that the rules support a certain kind of play, or create stories in a certain genre, so that instead of the mechanics or the dice getting in the way of creating cool, interesting things, they facilitate it. They tend to be smaller, more tightly focused games with a specific theme or premise they want to explore, or a genre they want to closely emulate, but there are some exceptions – 'storygames' a big, broad label.
 
 There's hundreds of storygames out there, but I'm going to focus on a few that I'm particularly enthused about right now, or that I think might resonate with the audience here. Over the course of several posts I'm going to do short write-ups for:

 An Intro to Storygames: Fiasco and Friends
 Powered by the Apocalypse: The 'New Cool' of Storygames
 What You Fight For: Burning Wheel and the Luke Crane Bibliography
 Golden Sky Stories and Other Happy Games
 Relationship Games: The Boss Trilogy, 1001 Nights, and Bliss Stage
 

 This is almost meant to be a discussion thread about games in the 'new wave' of design (whether or not I've posted about that particular game) and a place to request recommendations for games – odds are, if you've wanted to play a certain genre, someone has written a storygame for it. If the topic interests you, you can also hit me up on #EFU.  

 First post coming soon.