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Avila
Posted: Wednesday, April 09, 2008 3:00:17 PM
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Joined: 12/21/2007
Posts: 65
Points: 98
Location: Stonegate
There's this thread on the national boards about death buybacks, http://www.nerolarp.com/forum/showthread.php?t=80

I was curious what people locally think. In my opinion, death buybacks aren't really hurting the game at all.

The characters that are active locally that have been around longer than Avila I can count on one hand, and in the majority of the cases, I think the really long-lived characters are not around because of death buy backs -- I've never bought back a death for any character, and I know Ben (Dante) hasn't either.

In our chapter permanent deaths aren't something that happens only with great rarity. I've seen tons of them over the years. Just last year Rowena in Ogre comes to mind -- Maria had played that character for about 8 or 9 years! Whatever the situations that are going on in other chapters, I don't think the local chapters suffer from the same problems. When I go to games I see a broad spectrum of character levels ranging all over the scale.

Stu
Sponsor
Posted: Wednesday, April 09, 2008 3:00:17 PM
ViviAnn
Posted: Wednesday, April 09, 2008 3:38:29 PM

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Joined: 12/18/2007
Posts: 13
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Location: Vargus
The idea of drawing from the bag is supposed to represent the weakening of one's spirit after resurrection. If we can buy back deaths, where is the weakening that's supposed to occur? How do you explain after visiting the Circle 12 times that you've managed to escape permanent death each and every time? How does one strengthen a spirit weakened by resurrection?

I don't think it really affects game play all that much, though. Granted, it does make for characters being around much longer, which gives us characters at an insanely high level (which is not to say that every character at a high level is a product of death buyback, some are just that cool ). But the spread of player levels is so wide that I don't think it really matters in the long run. Even if death buyback were not an option, you'd still have characters pushing 40th level (or over) playing at the same event as characters just barely past level 4.

If you're smart enough or lucky enough or sneaky enough or whatever enough to be able to keep your characters out of the rez circle for years and years and years, then good for you! Applause It means you and/or your character have learned to survive. That's what the game is all about.

I don't buy back deaths for my characters. But not because I think it hurts the game. It's a decision that I as a player made based on the thought that characters aren't supposed to be around forever. If they were, then permanent death wouldn't be a possibility each and every time a character goes to the Circle. Permanent death was built into the game. Why a way around it was also built in to the game doesn't make sense to me, but somehow I'm not exactly surprised by that. This is Nero after all.

Tera

I love the valiant; but it is not enough to wield a broadsword, one must also know against whom. ~Friedrich Nietzsche, Thus Spake Zarathustra, 1892
Korenia
Posted: Wednesday, April 09, 2008 4:02:02 PM

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Joined: 12/16/2007
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Personally I have never bought back a death for any character.... I like the idea that I can die and I enjoy playing at low levels. What can I say, I'm a freak. ;-) I don't think that death buyback is an issue here but I can see where it can be abused. Does anyone else recall WAR's old policy where the buy back was scaled, say 100 goblins for the first death you bought back, 200 for the second or something like that.... What are people opinions of that sort of policy?

Love
'Nise
Dante
Posted: Wednesday, April 09, 2008 4:28:30 PM

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Joined: 12/17/2007
Posts: 57
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Location: Ashton
I don't believe that goblin point death buy-backs harm the game. However, I am not in favor of them either. They do take some of the fear out of the game. I like NERO to be more hardcore.

The true evil of the NERO game is being able to buy goblin blankets. We have debated this before, but my mind has not changed. It has player level progression increasing at too fast a rate. This also causes a huge gap in player levels.

My opinion, eliminate goblin point death buy-backs and goblin blankets. Since there is a need for donations at almost all chapters, we can fill the void by creating a system of buying LCO 1 year magic items for goblin points.

Unfortunately, the Goblin Stamp Redemption Policy is a national policy and can only be changed at the top.


Ben
Shawna H
Posted: Wednesday, April 09, 2008 4:45:53 PM
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I spelled this out once before… but that board has since collapsed.

Probability.. For subsequent events 1 'and' 2 'and' 3 to occur
means you muliply the chances of 1X2X3
I shall spell out the two extreme situations - no buybacks & all buybacks
(2 free deaths, 100% chance survival = 1; 1 stone a 9/10 chance = 90% etc)


Chance of Survival with NO buybacks
1* 1* 0.9* 0.8* 0.7* 0.6* 0.5* 0.4* 0.3* 0.2* 0.1*
100% 100% 90% 72% 50.40% 30.24% 15.12% 6% 1.81% 0.36% 0.04%

Chance of Survival with ALL buybacks
1* 1* 0.9* 0.9* 0.9* 0.9* 0.9* 0.9* 0.9* 0.9* 0.9*
100% 100% 90% 81% 72.90% 65.60% 59% 53.1% 47.8% 43% 38.7%

I'd be curious to know what character has lived counter to the worst odds.

Personally, I feel we should get rid of goblin death buybacks and just do a 1/10 perm stone draw each time. Let the decreasing odds take care of themselves.
Badger
Posted: Wednesday, April 09, 2008 8:22:52 PM
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Joined: 1/14/2008
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I'm not a big fan of death buy-back. I don't have any characters who are near the point where that's even an option, but I won't do it when the time comes. The odds make things interesting, and stories of lost heroes are a big part of the game atmosphere.

I do, however, support the goblin blanket. It's a good incentive to help the game, and it helps with playing catch-up with the rest of the community. The way things are scaled out, this is the first game I felt useful for the entire event as my 2 year old character. Two years, with goblins, and I finally feel like I can keep up. I devote my time and effort to help make Vargus as cool as it can be, and it's a nice return to be able to dive in and play the other reindeer games without getting squashed. I haven't noticed any level gap, just higher level characters are loud because they can be and new faces are noticeable. There are those of us in the middle levels, we're just quiet about it.
chg2winter
Posted: Thursday, April 10, 2008 1:49:12 AM
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Mixed.

My original character permed at a young (level), but that was the choice of a dangerous character class/mix.
Another with 4 stones in the bag that I have decided I will not do buy backs (which makes each encounter interesting).

The issue isn't losing character level to me - everything is well scaled - but character history (and therefor, involvement) being lost.

Sir Brock
Posted: Thursday, April 10, 2008 8:17:29 AM
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Death buybacks do not bother me. I prefer an epic style game and the time it takes to get a character to that level of play is significant. Death buyback s allow more characters to be higher level, which I prefer.

Altonvyr
Posted: Thursday, April 10, 2008 10:30:48 AM
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Joined: 12/17/2007
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Location: Vargus
In my opinion (READ, all you llamas - it says OPINION), death buybacks hurt NERO. It makes characters live longer than they should, and I think it hurts the game.

That being said, I think I need to clarify that a bit. In my opinion, it does hurt the game - but it only hurts the game for the hideously overpowered PLAYERS who play NERO. Let's face facts - there are good players, and there are bad players. Hell, I know that all of you look at me and think, "Now there's a finely-tuned athletic machine, right there!" I know, and I respectfully thank you. LOL. But, due to sometimes bad luck, sometimes bad decisions, sometimes getting into a situation where you just shouldn't be in, people die. But, I think that everyone deserves the opportunity to buy back a death. I would respectfully submit that if you are over a certain level (say 25, 30, whatever), you should not be able to buy back a death. Period. 55th level characters who consider themselves invincible because they have 2 deaths on their sheet and 5,000 goblin stamps in their pocket is crap. There's no fear there, no adrenaline rush - just the feeling of "I wish it was how it used to be" - when they were scared, and the adrenaline was pumping and the fun was back. Now, they've just seen it all.

So yeah, I would fully support a cap of death buybacks. I'm not targeting the higher-level players - you've been around enough to know how to play, and what you can and can't take. Of course, there's the off-chance that people stop counting hits because they don't want to die, but that's another argument altogether!

There's the opposite argument of your character "investment" - people who perm a character and we never see them back at a NERO event ever again. A shame. If you get so caught up with your character that you quit because they perm? Huh. I'm sorry for you - remember it's a game. When you were at D&D, and you got roasted by a fireball, what did you do? Ripped up the paper, and rolled up another one. Why's LARPing different? Because you spent money on a costume? Sheesh, recycle. LOL

I guess I've played this game so long, that yeah, I've pretty much seen it all (I've been playing NERO since 1991 - so I think I've got a pretty good background), and I play to hang out with people - the game is secondary. Not that I want to perm each and everyone of my characters, but if it happens, well it happens. I won't stop coming - I enjoy the people too much. I enjoy this game as well, but I enjoy the people more. The game is what it is.

That being said, and pointing at the National rulings, well, they have been flawed in the past (and I'm being nice). Besides, when you can buy characters, build and everything else, why wouldn't you buy back a percentage of the possibility of dying? I don't agree with it, but I also see that's it's very well within the rules.

Shawna's math is right on, by the way. Everytime you buy back a death (assuming you die only once an event), you buy back an 9% chance of perming. If you die mutilple times, that percentage rises to over 30%!!! Small price to pay to keep your character (or "investment") going by cashing in goblin stamps, huh?

So, personally, I don't like it. But I see why it's around.

Tim
Dorian
Posted: Thursday, April 10, 2008 10:47:01 AM
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As I recall the most deaths by a character is currently Gunter. I know this because I promised the man a steak if he rezzed 20 times successfully, and he did. That being said, I've seen characters perm on their first draw from the bag. I agree with Ben about goblin blankets. They are what make characters get too big too fast, but as long as that is the policy you need to you need to do it to keep up with the Joneses.

Chris
Doug H
Posted: Friday, April 11, 2008 8:50:00 AM
Rank: Advanced Member
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Joined: 1/1/2008
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Location: Ashton
That Jones guy is a son of a bitch ;-)
Sir Brock
Posted: Friday, April 11, 2008 11:22:35 AM
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I also would like to state my agreement with Tim, this game is about people, I come to hang out.

Joseph
Posted: Friday, April 11, 2008 5:20:18 PM
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Joined: 4/11/2008
Posts: 5
Points: 15


I'm all in support of some cap on buybacks. I don't belive it should be level based tho. Maybe so many per year. And if you got all those extra gobbies, build back up chr. So if you perm you step into new skin and keep playing!
Foster
Posted: Wednesday, April 30, 2008 11:03:58 AM
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Joined: 4/30/2008
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I assume that my character Gunter has successfully ressurected more times then any other character in WAR, if not all of NERO.... 21 times. This is due to many death by backs (and Plot deaths). Gunter is my very first NERO character that I've been playing for 13 years or so.

That being said, I am actually against death buy backs, as well as spending Goblins on EXP. As a side note, I have spent many many Goblins on EXP on all 3 of my characters. Why do I buy back deaths and spend Goblins on EXP if I say I am against them? Simple... because I can.

I agree with some of the postings here, and likewise disagree with some. Let me clarify.

After rezzing 21 times (some of the deaths were Plot deaths, and therefore did not go on my sheet, but I still count as successfully rezzing), do I still fear death? YES. I have know a LOT of characters who have joined the cursed 10% Club. I do believe the most deaths I have had on my sheet while ressurecting was 5.

I think to be fair that if there was a ban on buying back deaths, that it should go across the board to all characters. I whole-heartedily agree with Ben when he said that the true Evil (though I think it is one Evil, not the one True Evil) of Nero is spending Goblins on EXP. I also concure with him in that players should be able to spend Goblins on Magic Items, Transforms, etc...

The main reason why I have bought back deaths, even though I promised myself I wouldn't buy back any more deaths, then the very next event bought back 3... is that Gunter has been/still is involved with some very long plot lines that he has been working on for years, and that people before him were working on since WAR began. Two of those plot lines have now been concluded- namely killing Tilicaf (yay!), and the Traveler's Stone (though I won't go into what my plans was for that). So for me, gaining power or mad skills or Phat Lewts wasn't the motivation for buying back deaths... completing story lines that my character is involved in was. I think that a HUGE problem in NERO is that many people don't seem to be interested in the story that is being told, that our characters are actors in, but are out for power grubbing, amassing an arsenal of magic items, etc... DISCLAIMER * I could be wrong though, God knows I have been many times before and will be many times yet. And also, NERO is a game that we all pay good money to play, so we expect to be able to play the way we want, which is perfectly fine. * END OF DISCLAIMER

For me to have Gunter die, and then have another character become involved with the same story lines that Gunter is, would require Yona and/or Aluolen (my other 2 chars) to become friends with the same people that Gunter was friends with, get them to trust me enough to tell me the plot lines, then roleplay a completely different attitude with probably completely different knowledge than Gunter had. When Gunter dies or retires, I don't want to play the same character again- that is why I have two other chars that are vastly different from Gunter and each other. So, in order to continue on the storylines that Gunter is involved with, I need to play Gunter. Which sometimes requires buying back deaths.

If Gunter were to die permantly instead of retiring, would I be sad? of course. Would I quit playing NERO? of course not.

Eh, I had other things to say, but I have rambled on long enough. Plus I forget the other points I was going to make, because I have rambled on too long.

Scott Foster/Baron Gunter

Julianna
Posted: Wednesday, April 30, 2008 11:30:39 AM
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Scott,

I'm glad you wrote this, because it's the first explanation I've read that actually made me feel in favor of death buy-backs (and for the first time question the practice of buying XP.)

Also, it helped me understand that the system really does correct itself. You had a good reason to buy back deaths, and you bring up a good point about keeping a character alive in order to keep up with a carefully laid storyline. You showed us (and hopefully some of the newer players) the excitement and work involved with keeping up a plotline and being involved on that level.
It adds an epic quality to characters- there's still risk, maybe even a greater one because of the time you've put in and the influence you have over game events. The importance of those plot lines was so great that you changed a personal policy about game mechanics. I think that's fair.

The other side is how you got involved in that kind of plot: the kind of direction that makes you a facet of the game and not just a guy who larps. I know I've had times in my NERO membership when I would do quite a lot to get that kind of "plot attention". Now isn't really one of those times, but I assume that many of the younger guys who play now (for example, the ones who spend a good deal of time squabbling on the boards--- it shows a pretty sincere interest in the game and un-directed energy) would love to know:

How do you get involved in that level of plot and storyline? What sort of steps go into becomming one of the "big men on campus" of NERO? It's something that's always mystified me, and I'd be curious. Plus, it may be useful to others.

*MY own disclaimer* this is not to say that plot teams are weak or focus only on high level players. Still I always wondered why there's a time in seeminly every weekend when all the powerful folks march away to attend to important business leaving everyone else in the dark. It would surely happen in medieval society, and those players have paid their dues, yes, yes... but what goes into being on the other side of that split?
Sir Brock
Posted: Wednesday, April 30, 2008 12:23:49 PM
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I personally have no problem with goblin experience because I prefer an epic style game. There are many who prefer a lower level style game, they will most likely not appreciate the fact that some people will explode past them in level. I can understand that but at the same time I question, if you prefer a lower level game why would you care what game others are playing? I have never seen an issue at WAR in which any level of players is ignored.



Foster
Posted: Wednesday, April 30, 2008 1:55:23 PM
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Juliana (and whomever else reads this),
This is a bit off topic from this thread's intended post, for which I apologize, but I will answer your questions to the best of my ability as both a long time player, and a member of Plot. For those of you whom do not know or have forgotten, I have been a member of the Coronas Plot team, Ashton Plot team, and now the Vargus Plot team. As I stated earlier I have been playing for around 13 years. I apologize in advance for this very lengthy response. These are only my opinions, and don't amount to a hill of squat, other than to myself.

Your question "How do you get involved in that level of plot and storyline? What steps go into becomming one of the "big men on campus" of NERO?" is multi-faceted. From my experience as both a player and Plot member, there are several ways of doing this. For me as a player, specifically as Gunter, the first step was taken a long time ago when I started playing my first year. I was one of the original 8 Black Jackals of Ashton, Danny and Johnny (the true leaders of that group) were in pretty constant communication with Mike Ennis about the rules, how to make weapons, etc... as back then our "Rule Book" was a bad Xerox copy of the 3rd Edition rules. The Jackals had some plot directed to them, including the Gnoll plot line and the Silver Chalice (where we spent 2 months on the plane of Chaos questing). I can't say for sure why, but I can give you my guesses as to why we got plot attention from pretty much the get go. The communication with Ennis before we even came to our first event, the sheer number of players we brought (8 our first event and I think 18 our 2nd), our eagerness to take plot hooks, to go out and adventure... I'm sure all of these things contributed. The next step was when I became friends with Alarain Oakmore, the then Lord of Ashton and River's End. It continued when I expressed Gunter's desire to become a Squire, in game, to Sir Malikie (Richie Robinson). Squires and Knights are usually given quests by their Knights and Lords respectively to complete to prove their abilities, etc... By accepting and doing these quests, which have to be written by Plot, we show that we want and are able to handle plot attention. By becoming a Knight, and then Baron, these things were re-enforced.

And now to make a point which will probably piss some people off...
Nobles always get Plot attention and Plot designed for them. Why? Because they are the people that In Game, have sworn an oath to Protect the lands in which they serve. It is neither good nor bad, right nor wrong, it is just a fact. There are time when these Plot/Story lines can be shared with everyone, there are times when they can't be.

As a player, several things go into whom I find I like to play the game with... I tend to gravitate toward good roleplayers, people who have good costuming, and people with good personalities. When I look at younger players, the so called n00bs, I look for potential future friends. A long time ago, Sir Malikie told Squire Gunter to look out after a certain group of young players, as he felt that they would one day become a force to be reckoned with... some of those players/characters turned out to be Ailen (my Knight), Artor (Baron of Lumberton), and Banzai (Knight of Lumberton). What separated these people, as well as others, out, was their abilities to learn, to think quickly, to be reliable and trustworthy and their desire to take control of a situation and run with it when they had to. Some of this comes down to the individual character, some of it comes down to the individual player. For instance, Gunter would trust Bansai with almost anything, but not Jay's (the same player) hobling character.

Now, speaking as a member of Plot...
I know from personal experience that people who are inventive, who show initiative and express desire to get plot attention get it. People who come to the Plot shack and say "Hey, I want to go to such-and-such" or "I want to go talk to this person about this thing", etc.. almost always get to do what it is they are looking to do. It might not be at that particular time, depending if Plot is running/about to run something major at that time, but from my experience, it almost always gets taken care of. Another way people have gotten Plot lines directed to them is from their Character History, assuming they wrote one, and want it used for Plot purposes. There have been quite a few Plot lines that have come about from this. Another thing that I have noticed is that people who Role-Play at a consistantly high level normally get Plot directed to them, sometimes when they don't want it (ask Tracy Matson or Stephen Looney about that).

I guess the most important thing to remember is this... if you are looking for more involvment in Plot/Story lines, then you have a few options. Go In Game to the people who are involved and asked to be involved, and, just as importantly, go to the Plot shack and let them know that you are looking to do certain things, etc.. Plot teams are not going to know that you are interested in getting involved if you don't get involved or you don't let them know. Not everyone wants to be involved in the Plot/Story lines... When I play Yona, I go out of my way to avoid anything Plot related. I am there to roleplay with the group I am there with, to just have a fun, relaxing time. There is no real way for Plot to know if you want Plot lines, or are avoiding them, unless or until you let them know, either by getting involved, or by not getting involved.

As far as your last point and question.. "I always wondered why there's a time in seeminly every weekend when all the powerful folks march away to attend to important business leaving everyone else in the dark."... As I stated before... sometimes there are things that Nobles need to do that they simply can't tell everyone about. That's not to say that all of the powerful people in town are Nobles, though. Everyone makes their In Game friends, and like to adventure with those friends. The longer you play a particular character and adventure with the same group of characters you get more powerful, as your skills/levels increase, but just as importantly, as you learn the game as a player. Those groups, be them Noble or not, adventure on their own, because of the tight relationships they have made. When I adventure as Gunter, meaning when I go modding, or out on a hooked mod, I have a rule of thumb I almost always follow... I never take more then 8 or 9 people and I only take the people that Gunter trusts, if I can help it. This is because I feel as a player, that if you have a larger group, you can't keep control of the situation, and people die. Is that to say I have never felt the need to take the entire town on a mod... absolutely not. There are times when out of necesity you have to take all available hands. When this happens I always try to let people know what is up, why we are doing what we are doing, etc... but sometimes you just run out of time or energy or both for explanations.

People, and I am including the characters we all play in this, make their own judgement calls on whom we trust and whom we don't. There are good people/characters, there are evil people/characters, and there are neutral people/characters. We each decide for each character we play where we fall into these categories and who are friends are. If you are a good character, why would you trust someone you feel is evil to join you on an adventure, and vice versa? And good/evil isn't the only category by which all of us judge ourselves and others. It's kinda like real life... there are people we just like, and people we just don't like. Why would you or your character adventure with someone they don't like if they don't have to? When the group of powerful folks march away to attend to important business, why would they take others when they don't have to? I realize this might sound kind of harsh, but it's reality. Yes, reality in a fantasy game, who knew...

So... my words of advice summarized for people who want to be more involved in Plot/Story lines...
1. Roleplay your ass off
2. Show enthusiam and a willingness to learn and do things
3. Go to the In Game people who are involved in Plot/Storylines and ask to be involved
4. If you want your own Plot/Story line, go to Plot and let them know
5. Get involved with a group of people whom you like and trust and do things
6. Have fun

I know this is long, but I hope it helps at least one person. As I stated at the begining of this massive post, these are only my opinions, and as such aren't binding and aren't garunteed to result in anything, but, I am willing to bet you would get results if you follow my suggestions, at least in Vargus... lol.

Scott
Julianna
Posted: Wednesday, April 30, 2008 2:12:38 PM
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Joined: 2/4/2008
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Thanks Scott,

This helps me out a lot and I hope it helps other people, too. I hope my post earlier didn't sound bitter, because (with a very short list of exceptions) I have always enjoyed whatever I got out of events whether they were plot heavy or just goofing off.

I've also started tabletop RPGing this year, and that has changed my understanding of game mechanics quite a bit. When I played Quilan, the only experience I brought to the game was acting. Useful, fun, but not the entire LARP experience. One thing you didn't mention much is the great opportunity for roleplay and interaction with other PC's, and that was all the encounters I had in my first run through with the game. (And it was always enough for me!)

I wonder if there are any other low-mid level players that feel like they've plateau'd at this point. They're not new, so they've lost that gimmick, and they're not really experienced yet, so they're out of other loops. I'm not sending this out to anyone specific, but I remember when our own group from high school hit the same point and a lot from our gang ended up leaving. So I'm sending out a challenge to all the middlers who are coming this weekend: what are we all going to do to make our NERO experience fantastic, and not just good enough to bring us back next time?

I appreciate the feedback, Scott. I know we don't roleplay together that often, but I always think you do a good job! See you Friday!

Julianna
Doug H
Posted: Wednesday, April 30, 2008 10:19:48 PM
Rank: Advanced Member
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Joined: 1/1/2008
Posts: 77
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Location: Ashton
Julianna wrote:
So I'm sending out a challenge to all the middlers who are coming this weekend: what are we all going to do to make our NERO experience fantastic, and not just good enough to bring us back next time?


Something to help with this, slightly cheesey OOG, but gravitate towards eachother...you know who you are, the faces that you've seen for a couple years, but not longer. Get together, chat, maybe someone has a quest they need help with, or know of a guy in a place that needs stuff done. You can start to form the bonds that Scott's talking about.

One exception to Scott's "go to the shack and say 'I want to do this' comment." Make sure if you use this option, that you have a clear idea of where you're going (someone that's a scout of the area would be good) and a specific goal in mind. You won't always get what you want, but you'll get something. If you just go up and say "I want to go look for trolls to kill" most likely, you'll be brushed off, lead around in circles and not getting much of anything, or worst of all, run into something much larger that kills you. The proper way to say that is "Joe here has scout <town> and tracking. We're looking for a troll camp we heard about and want to go investigate and see if it's just a small village or a war party. If it's a war party, we want to try and stop them. If it's a village we want to burn and pillage...not in that order."

Having SOME idea of what you want to do and IG skill to at least get you headed in the right direction, will reward you much better than the aforementioned undirected troll killing.

Hope that helps as well!

Ps. Gunter dies a lot because he's a tard. Angel
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