House Sharboneth Faction Discussion

Started by Howlando, May 04, 2009, 09:47:03 PM

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Howlando

We're trying to make some of our factions more fun/desirable to play in, as well as communicate better what they're all about.

What follows is an edited version of an internal document that I figured we may as well let you guys take a look at, both so you can have a slightly better sense of setting knowledge and also a better sense of what the House Sharboneth faction is about and how we're looking to fine-tune its structure.

Any comments or other ideas for how to improve this faction would be welcome in this thread.


PLEASE NOTE - this is for the future, and should not be considered IC knowledge _yet_ and can be confusing for instance we used to call everyone who worked for the House a retainer, whereas what we're proposing is the invention of something somewhat new.

QuoteHouse Sharboneth
A predominantly LN noble house based out of Old Port, rumored to be facing serious financial problems as well as political uncertainty. The House is greatly  concerned with settling and developing Ymph as a way to increase its failing financial fortunes.
- Leadership: Lord Alemander Sharboneth (living in Old Port), Governor Zacharias Sharboneth (governor of the colony, mostly related to Court), Marshall Isengrim Sharboneth (day to day operations), Arthur Penn
- Advantages: Legally owns the entire Colony
- Disadvantages: Weak militarily, struggling financially, not fully established politically

Proposed Ranking Structure:
For the soldierly division, all except Deputies receive salaries
Deputy (no app required, can be granted by any PC, minor gear provided)
Man-at-Arms: Initial induction (equivalent to Watch Private)
Sergeant-at-Arms: Established (equivalent to Watch Sergeant). Granted patrician rights.
Master of Arms: Major leader type (equivalent to Watch Lieutenant)
Marshall: in charge of all soldiers on Ymph (equivalent to Watch Sheriff)

For the retainer division
Retainer: receives no salary, but is predominantly focused on advancing the cause of the House rather than acting as law enforcement or soldier. Outranks Sergeant-at-Arms, but is outranked by Master of Arms. Wizards and non-fighter types would fall into this slot. Granted patrician rights.
Master Retainer: A highly trusted and powerful retainer. This is a prestigious position. Receives a salary.

Medals:
Each medal has a spell 1/day, and it is considered very prestigious to get them all. Rumored that Lord Alemander himself will want to meet any member of the House who earns all medals..
- Champion of the Law (catching major criminals)
- Champion of the Island (success with resource exploitation/control)
- Champion of the Shield (defending the Colony against major threats)
- Champion of the Sword (earns a reputation as a highly skilled warrior, whether in campaigns against others or in tournaments, etc.)
- Champion of the Purse (economic development)
- Champion of the House (advances the cause of the House in some way)
- Champion of the Host (recruits and brings in new members)

So what players do in the faction:

- Recruit and make sure Dms aren't slacking with faction inductions
- Law enforcement, targeting criminals, etc.
- Collecting bounties and posting bounties, etc.
- Defense of the colony, recruiting PC factions to help the House, etc.
- Speaking for the House in plots or other PC-initiatives
- Claim territory, find resources, identify means to earn income for the House
- Go on quests "in the name of House Sharboneth" (or go exploring in the "name of House Sharboneth")
- Earn medals
- Pursue ranks - whether honestly, or by bribing other PC members to recommend them, etc.
- DM plots
- Using the faction as a perk used to pursue interesting storylines, goals, and plots for that specific PC

This document is kind of an ooc "Cheat-sheet" for what we'd like the faction to be, and will hopefully be of some help to you.

Luke Danger

I'd like to see their military struggling more obvious, so they should be a lot less eager to join in a fight, for example, what happened with Vlad, the Sergeant just bullrushed in like any NPC, I would figure that if they were struggling militarily, they would of stayed behind the walls and let the Stygians take the beating.


Also, NPC casualties should have a bigger impact on the faction, so that NPC casualties in massive Group VS Group PvP isn't overlooked as 'oh another NPC died, ah well, wait 'till reset'


Though the Sharborneths are quite cool by themselves, I love the idea of medals, makes it seem like you can do something cool and have a tangible reward as a sign of veterancy.

The Deputy concept is cool as well, I highly like the idea. I recomend anyone wanting to get into some plotline as a first, this is a good place to start. It's not as much for 'elite' as say, the Armada or Order, but it is a great place to learn. I find the Law Enforcement factions taught me more than others about how to play EfU.

Howlando

QuoteAlso, NPC casualties should have a bigger impact on the faction, so that NPC casualties in massive Group VS Group PvP isn't overlooked as 'oh another NPC died, ah well, wait 'till reset'

Not to get off on a tangent, but we did remove NPCs from the module immediately to reflect those that died (although most were dm-killed by RWG, who is still learning the client, because they got AI bugged).

You appear to have a chip on your shoulder about the incident, so please contact me privately and we can hash it out without disrupting this thread.

Howlando

QuotePLEASE NOTE - this is for the future, and should not be considered IC knowledge _yet_ and can be confusing for instance we used to call everyone who worked for the House a retainer, whereas what we're proposing is the invention of something somewhat new.

This is just what we're working with, opening up the floor for suggestions and comments before we implement. The hope is that the faction really takes off and becomes a lot more fun to play in, so let us know if you have ideas for how to make that happen.

SkillFocuspwn

I love the more political, actual-noble house feel this gives! Medals, titles, earning the prestige of your Lord! It feels very actual-fantasy, and as amazing as the Watch was, it makes them look stunningly modern to me!

Not.Him.Again

Perhaps also focus on the cash issues. For instance there are various mines and fields ect spread throughout the island. If the House members go out and hold that land for say x time frame start to see retainers and workers move in to exploit the resources. I cant think of any number of DM quests and player plots that can spawn from this as various groups try aid / hinder the House's efforts to expliot the natural resources of the island for profit.

Random_White_Guy

Achem. A small point I would like to adress.

THIS FACTION IS HELD WITH THE DUTY TO UPHOLD THE LAW, PURSUE CRIMINALS, AND OTHER THINGS OF THAT NATURE.

WHILE IT IS ALL WELL AND GOOD TO HAVE SOME CORRUPTION IN LAW ENFORCEMENT, I SWEAR TO WHAT EVER GOD YOU WORSHIP I WILL START DOING NUMEROUS THINGS OF SINISTER NATURE IF ALL WE GET ARE COUNTER-SHARBONETH APPLICATIONS.

MAKE PCS THAT ARE PRO-FACTION TO COUNTER BALANCE THE PEOPLE WHO WANT TO PLAY CORRUPT BASTARDS WITH CRIMINAL BUDDIES AND EVERYTHING WILL BE SMOOTH, FUN, AND AWESOME


Adjusts his tie and hair

Achem. Good day.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Egon the Monkey

Aww... We can't have an entire faction full of moles for Caddies all spying on each other? Pooh. :P

Hauling myself back on the original topic:
I like it!

My favourite thing about the Archaeological Society as a DM faction was the opportunity to advance withing a faction without needing to be a combat build. There were ranks, goals to reach them and they were based on RP, usually exploring and writing.

In the same way that that faction opened up an advancement system to scolarly characters, this is a DM faction that can give business/diplomat characters DM faction support. The idea of official recognition for political/economic goals is cool. It's definitely got me thinking of a trader or prospector type PC in the future.

Oskar Maxon

I would like to add as someone who has had a character in the faction for a long time recently, the weak military part/discipline etc is quite obvious when you're in it.

Caddies

These snippets of in-house info on the faction are a good thing to publish in order to spark interest! I encourage everyone to really consider joining with any new PC they have planned, a strong and public law enforcement faction is the pillar of any good interfactional atmosphere.

Random_White_Guy

Quote from: Egon the Monkey;124137Aww... We can't have an entire faction full of moles for Caddies all spying on each other? Pooh. :P

Corrupt PCs are very interesting in many aspects. The problem that arises is that Corrupt PCs often have the most fun when people are trying to thwart their corrupt efforts.

If there are no uncorrupt PCs to do such, that job usually falls to us. As we have access to most plots and such, this makes that job rather daunting. We already know what they're doing and such. A PC vs. PC conflict is full of mystery. Myster = Intrigue = Conflict = Win

In an ideal world we would have a few corrupt PCs and a few uncorrupt PCs. This way it wouldn't be us thwarting them but other PCs would.

I would love nothing more than to see the faction full of Pcs, with a tight nit group of corrupt PCs counter-plotting against a group of tight nit loyal PCs.

That way NPCs can throw their weight against both sides some upperlevels are naturally corrupt and some against and a good deal of plotting can be done by everyone and as a DM I can watch everything unfold like a movie.

In a faction full of corrupt PCs that means we have to use NPCs to reign things in and at times that can make PCs uncomfortable. And means we have to spend more time on the faction to make the process feel "Legitimate" as Corrupt PCs are counter-active to the focus of the Faction.

It creates more work for us which is all well and good, and a finely played Corrupt PC is a beautiful thing, but I'd much rather see PCs doing the job than we having to.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Egon the Monkey

I was joking RwG. That first part was a *joke*. There's obviously no point in a faction filled with spies for other factions, that's like something out of Paranoia not EfU :D.

Random_White_Guy

The emoticon made that painfully obvious, Yes.

Just was clarifying the point, as it had been brought up elsewhere as well.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Porkolt

I want to see more foppish diplomats.
 
A typical image I keep seeing pretty much everywhere, is that, when inter-faction negotiations are involved, even when they're just a band of dumb mercenaries, the person with the highest level is sent and emerges a splendid negotiator.
 
This completely passes the point that 'negotiator' could be a class on its own. If a fighter-club guild goes negotiating, I don't want to see a rude dwarf at the table, I want to see 16 CHA PCs with 20 ranks in Persuade, Bluff and Intimidate, sprinkling gifts over everybody's heads.
 
And if a moron busts in and starts killing people, every negotiator dies unless they brought a decent bodyguard (who stands by the side, quietly, occasionally making an asshole of himself).
 
 
 
The retainer role would fit this concept, but I think it should be present in pretty much every faction.

Drakill Tannan

Correct me if i'm wrong, but aren't the players supposed to modify the factions with their behaviour? As you tell us there are so many corrupt PCs arround the faction, rather than trying to hold it back through DM means, encourage it by modifiying the module to represent the damage made by the corruption in the faction. RP wise it makes sence that if House Saboneth basically employs 90% corrupt officers, then the colony would suffer concecuences, not enough money (all stolen by the corrupt) Deals with organisded crime, porwer to some kingpings.. etc. If this doesn't collapse the city, it will lead good-dooer PCs to take the matter on their own hands and finish off with the corruption, a revolution maybe? it would be a lot cooler to do that instead of hiding it, could be a good server-wide DM event, and in the end eveythin would solve itself (i belive).