Brief Guide to Politics in EFU:A

Started by Sandstorm, June 05, 2009, 05:47:52 AM

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Sandstorm

I’ll begin with what this is not. This is not a step-by-step guide that you should follow exactly. This is not a foolproof method to becoming powerful on EFU, and it is not guaranteed to bring everyone success. It is simply some observations I have made while playing Proverson, and some tips accompanying an urging for more people to play political, and long term, PCs.
 
(1) Choose a Concept: This is, honestly, one of the most important steps. I used to scoff at it, but I realize now that you need a solid, but general concept. You do not need to plot out every single detail at conception; in fact, it can be restrictive later in ways you do not realize. Here is a place to choose, in general, if you wish to be a leader or a follower. You do not need to stick with this 100%, but it will help shape your character. Proverson started out as a combination of my boredom with questing, desire to make tons of gold, and hang out with Dan’s cool NPCs in a political setting. The last two parts are things that I am still pursuing today, and have fun being creative with.
 
(2) Join or Create a Faction: You do not need to always create a new faction to be cool. Feel free to join one of the existing PC or NPC factions and take it in a new direction. Helder was a different spin on the Stygians that had been defined by de Olid. Amak was a fanatic of Tempus, while Revelle was a follower of Velsharoon, and each of their leadership of the Brotherhood reflected this.
 
However, if none of the factions suit you, definitely consider making a strong faction. Do not restrict too much, and choose a general goal that PCs can relate to. Whether it be crusading against evil (Lathanderites), wild adventuring (Bearded Hawks), or making ridiculous amounts of money (Proverson Mercantile). Then be STRONG in your recruitment. Do not simply make a poster. Approach PCs who you think would be good in the faction, and PCs you think may be decent in it. Is your faction about warriors? Approach every single warrior on the server, and by the end of a few days, you’ll have a decent faction. These people do not need to share your ideas 100%. You can slowly convert them, or accept the differences and move on, instead of refusing to recruit them entirely.
 
(3) Act Factionlike: Now, you’re part of a PC faction, and hopefully you have at least 5 semi-active members. Do not stop recruiting. PCs die off so quickly that you may soon have only a few. However, do not centralize power, whether it be through appointing lieutenants or giving everyone specific jobs to do. Keep your goals broad, but relevant to the setting. The DMs have done a FANTASTIC job with providing things with you to play with, but are surprisingly underutilized. Do you want free resting, a secret meeting area, an office to meet and impress new people with, storage, and a unique spawn point? Rent a guildhouse, at only 50 gold a day. The territory claims may be rusty, but they provide excellent intrigue for a faction. Are you a crusader for the poor and impoverished? Perhaps you’d like to lower the cost of food by holding the farmlands and seeking out new food sources. Are you an adventurer seeking to prove his worth to everyone? Proudly hold the mines in the mountains, and kick the shit out of orcs. Constantly remind people who keeps armor cheap and swords plentiful.
 
(4) Seek out Political Power: The DMs have spent much time and energy on making the server political, as well as adventurous. You do not need to be part of the NPC factions to effect change on the server. Are you a foppish patrician that has a faction of bodyguards/mercenaries, and wants to change the colony to hire his force as a supplement to the Sharboneth Guard? Seek out a Court Position. Are you a freedom fighter who has freedom fighter friends, and wants to remove the tolerance for slavery and animation? Become a strong voice in the colony, get a Court position, and use your muscle and intrigue to try to get a majority vote to repeal these laws. Are you a follower of Tyr, Torm, or any good aligned good who wants to see justice done against evil in a more legal setting? Work to become a Magistrate, and strengthen that post.
 
(5) Stick with the Concept: This step is the second hardest, next to creating a faction concept. Many people attain this power, and either give up once they face challenges, do not pursue their goals strong enough, or do not push it to the max. Courtiers have tremendous and underutilized power. You have achieved the potential to CHANGE THE SERVER without resorting to PvP, or other violent methods. This is the goal you were trying to achieve. Propose laws, acts, and positions, that would strengthen yourself, your ideals, and your allies, and work to see them passed. Bring controversial issues to the attention of the people, and use oratory skills to convince the people that you are right, and put pressure on the Courtier. Are you tired of the subterfuge involved in the Court? Hold a public debate and force Courtiers to come out on issues to the people, or be embarrassed. If they don’t show up, use that as reason to try to weaken their position on the Court. Do you want to kill forces of evil, but are tired of questing? Work to destroy Gobsquat, and rebuild it as a giant church of Torm.
 
(6) Be Creative About Problems: Too quickly I have noticed that people jump immediately to PvP to solve their problems. This is, honestly, not always the solution to all problems. Whether it be a DM quest, DM event, plot, or player interaction. Both sides will get more out of a long standing grudge than a single PvP event, that will always leave one person standing at unease in the best of situations. DMs look -strongly favorably- on people who use creative solutions to their problems, that allow the other person a chance to escape the problem without having to be good at mechanics. Public humiliation, blackmail, guilt, or any variety of subterfuge really help a political climate, allowing PCs to square off in a setting that requires roleplaying, not rollplaying.
 
It is easy to run out of ideas and steam early on. You may have had a single goal, such as banning animation, and you achieve it. What do you do now? There are a myriad of issues on the server; from trading rights with Manchakans to clear cutting the Veiled Forest for wood. If none of these options appeal to you, and you honestly have no ideas at all, step down dramatically, or use your influence to try to get into another faction that you like. There will be days that are boring, even several in a row that have nothing exciting happening in them. This is not reason to give up. Simply plow through these days by interacting with new people, or writing a book for the Colonial Library, or thinking up a new goal to pursue.
 
I have learned several things from chilling with the DMs, and playing a long lasting Courtier. Everything is changeable. People take too many things for granted on the server, which really are up for debate! Wages, offices, storage, faction names, fee costs, laws, DM sponsored positions, are all things you can add, remove, or amend. At first it can be underwhelming, but you simply need to dive in.
 
The Third Colonial Court is going to be appointed in a week or so. We have a single Magistrate out of 4 positions. It might behoove some people to begin seeking out these political positions, for the events that are sure to come!

hbns

Good advice.  I encourage people to take it in and try to come up with your own ideas for getting into politics.

Another thing to add is that, if you don't see yourself taking a leadership positions yourself, then consider being active politically by supporting a group or individual that you do align with. And I don't mean saying hello to them or giving them 10% discounts (although this is a start), but really helping them to accomplish their goals, as much as they align with yours.   It can be a way to get your feet wet and learn more about the political aspect of the server without bearing the full responsibility.

That being said, I think Sandstorm is mainly pushing people to go for leadership roles, so why not just go for it and learn as you go.

Caddies


AKMatt

I didn't see this before, but it is all very good advice.

Thomas_Not_very_wise


Broken Crockery


derfo


TheImpossibleDream

Quote from: Thomas_Not_very_wise;129766Sticky.

This.

Zymnarkmar

Well written, informative and insightful, thanks!

Damien


Halfbrood

Excellent, concise posting, Sandstorm. Kudos.

Raposa_Fox

Good guide well written, but it kind of gives the idea that in order to have a long-term powerful character you -must- involve yourself in politics and into political system of the house.

Caddies

I disagree. I think the theme of the post is merely highlighting how the avenue of politics -can- help you achieve fame/power.

One need only look IG to Makumbo or Vlad to see that you can achieve fame/power as a PC without getting involved with politics proper.

Dr Dragon

Well the post title is guide to "Politics" Not a guide to playing a leader.

Dr Dragon

I can note a ton of awesome PCs both good and evil aligned that had nothing to do with Politics.

1 Koinus Sten corrupt as shit watchmen that took tons of bribes and did everything he could to undermine his fellow law officers from catching the big fish

2 Zau Drow Badass

3 Montezzi whom started a war with the established order quite a few times

4 Tommy Ten Irons badass thug.



Basically you can play prominent badass chars that involve others without being with Sharboneth I infact encourage any pcs to rebel against House Sharboneth believe me it is possible. It will be hard but if you get the playerbase to support your or include enough Pcs it can be done.


You can basically do anything on EFUA if you put your mind to it and have enough pcs supporting you.