Thursday, September 25, 2014

Chapter Two: A Particularly Proud Dwarf

“I would like to say that it is a pleasure to meet you all… but that would be a lie. The chance that any of you will have the aptitude and inclination, not to mention the perseverance, to pursue research into higher magical theory is less than even.” The speaker, Tebro, was a tall man, lean and fragile for a dwarf, and the fact that his students were all sitting gave him a menacing height advantage as he spoke. The twelve broad bands on the shoulders and sleeves of his robe increased his power of intimidation over the students. Among the aspiring researchers assembled, there were two with three bands, five with two, and the rest were split evenly between those with one band and those wearing the unadorned robe of a graduate wizard. The students were all less than forty years old, young men and women.
The hall was low roofed, wood and stone predominant in the construction. Sturdy tables were set in rows on either side of a central aisle. On one side of the hall, a large fireplace stood empty, the weather being mild, and the windows were open, letting in light and a soft breeze. The walls were unadorned except for two large diagrams sewn into cloths. These were on the wall opposite the door, and it was in front of these that Tebro paced as he spoke.
He continued his opening tirade, “But just possibly one of you might amount to something. If that happens, it will be my glad duty to abstract and compress fifty years of learning and research into an incredibly intense forty year program of study, leaving you with a double handful of years to extend that knowledge, with a responsibility to transmit that knowledge,” Tebro’s voice became a shout, “undistorted, to the next generation. That being said, let us progress to an overview of those most useful of symbols, the phoenix and the square. The strength of these symbols are that they break the whole cloth of magic into distinct areas of influence, allowing us to deduce the mindset, gestures, and incantations necessary to produce the desired effect. In short, they form the basis for all magic theory and free us from the drudgery of meticulous record keeping and memorization.” Tebro spread his hands and lowered his gaze, “Our exalted ancestors are to be praised for this work, which has made possible the derivation of these symbols by my own esteemed uncle, Genro.”
The Square of the Elements
“First the square. The square represents the world of matter divided into the components of earth, air, fire and water. The whole structure, when invoked simultaneously, calls upon the power of…”
The door to the training hall was thrown open suddenly enough that it banged into the stone lower half of the wall. The newcomer trotted into the hall and caught himself against the back row of tables, placing his other hand on his side as he caught his breath. His cloak, a deep blue trimmed with grey, and his mail, marked him as a member of the town watch. Tebro watched him impatiently.
“Under attack,” the guard panted, “crops are burning… Tebro, you must come quickly.” The students shifted nervously in their seats and gave off a general murmur of alarm.  Some stood, among them the two third degree wizards and three of the second degree.
Tebro, however, strode quickly down the aisle and recovered his outer cloak from where it had been slung over the seat at the front of the hall.  He turned to the guard and said, “I will not. The defense of your town is not my concern.” Tebro walked back to the front of the room, finished packing his notes into a small valise and rolled up the diagrams. “Obviously this is, at this moment, no fit place to find an apprentice. If any of you care enough, come to Genro’s tower, it is to the west of the capitol. The tavern master of the Stout Porter will know the way.” He made for the door.
The guard stood in his way. “Please, Tebro, for the sake of the honor of your ancestors. These attackers, they are monstrous, like nothing I have ever seen.”  Several of the students now stood around the doorway; the guard pointed a general direction to them, and they rushed off toward the distant smoke.
“Then defend the town,” said Tebro impatiently, “If you and your comrades are more willing to suffer the pain of injury and death than the attackers, you will necessarily win: die a thousand times, ten thousand times for your town. If you are not willing to do that,” Tebro pushed past the guard, “then the town is not worth keeping and you should return to the mountains of our ancestors."  Tebro paused.  "As I said, this is not my problem.”


The smoke of the burned farmland rose black against the southern sky as Tebro left the hall. He walked past several residences toward the passage into the mountain. The mountain loomed gigantic across the narrow valley from the sea. All industry and most residences of the town were contained in this narrow valley. To the south, the valley widened into excellent farmland, now on fire.
At the doorway to the tavern, Tebro’s aides, who had been looking at the smoke and at the guards running in the direction of the farms, saw Tebro leave the hall and rushed to accompany him. As they approached, Tebro spoke without preamble or slowing his stride, “The attack is obviously motivated by simple economy,” he said, “an investigation of nearby towns which currently produce an excess of food, textiles, herbs, or plant-based intoxicants should quickly reveal the offending parties.”
“Then what, master Tebro,” said Boradi, the younger of the two aides, deferentially, “should be done after the guilty parties are found?”
“Obtain the cooperation of all cities and towns within the distance of profitable trade under conditions of extreme scarcity,” Tebro said, “and institute complete embargo, nothing into the town, nothing out. A force of guards sufficient to overwhelm any trade caravan must be stationed at the offending town. Eventually the lack of some crucial product will cause the town to be unsustainable. The inhabitants will find other places to live and the city will be emptied. When it is empty, it should be burned to the ground.”
“I will inform the lord mayor, master Tebro.” Boradi continued to walk alongside Tebro, awaiting a word of assent or final instruction.
“On no account,” said Tebro, “inform me of the results of the investigation or subsequent action. I have more important matters to attend to. You may go.”
The aide left at a run.
“May one inquire into the nature of these important matters?” asked Dor, the remaining aide. His traveling cloak was draped over his arm, and five stripes were on the sleeves of his robe. He had been with Tebro for many years, and they had taken to dropping formality when in private.
“It’s my esteemed uncle Genro. He is approaching his final death.”
“Yes, I know. It credits you well that you wish to remain with your exalted uncle in his final months. Are you writing his history during that time? I wrote my father’s, you know. It was heart-wrenching to know that soon he would no longer be with me. My cousin wrote for my mother, and she said…”
“I will not be writing, Dor.” Tebro interrupted, “I will not be seeing him.”
The aide stopped, shocked, “What? Tebro, you can’t be serious!"  Tebro stopped and turned to look at Dor.  Dor continued, "You are going to allow his history… your own history, to die with him? Genro is a great man, the greatest wizard this world has ever produced! And, by all the gods, he taught you everything he knows… everything you know.”
“Which is exactly why I will not see him. He has nothing more to teach… and I need to learn.” Tebro turned his back on Dor. “Magic affects everything; matter, force, energy. There must be a magic that affects the soul. I must find that. If I do, it might be possible to keep Genro from final death.”
Dor spoke softly, insistently, “Tebro, reconsider. It is not possible, and even if it were, what you are talking about is defying the plan of the gods. The final death is part of the gods’ design.”
Tebro clenched his fist, held it at his side.  His face contorted as he looked up at the sky.  “Then may the gods die unremembered," he said, "and may they be buried far from their fathers.”


The capitol of the dwarven kingdom, and the mountain in which it was constructed shared a name, "Home."  Hundreds of feet underground, in places, and in others poking through the surface of the mountain with towers, spires and balconies.  For hundreds of miles the land and mountains about were tunneled through.  Vast, labyrinthe series of tunnels and corridors, quite a few leading to traps or dead-ends.  It behooved visitors to have a good map of the route which they were to enter from and on which they intended to leave.  The dwarves did not need any map.  To a dwarf, the passages seemed to resonate with a shared cunning, and it was as natural as breathing to know that this passage led to safety and this passage led into a trap.  To find a new passage in a new design, containing pitfalls and dangers previously unsuspected, was a joy for any dwarf.  A perplexed dwarf was a happy dwarf.
In the center of these radiating passages was tunneled, built, and carved the city "Home."  Here also visitors were well advised to bring a map.  In the center, a vast natural cavern.  In the center of the cavern, a huge stone base fit for a towering monument.  No monument sat atop the base.  An inscription, large enough to read a furlong away, read, "To the ancestors of our ancestors, and to the gods.  They are known only to themselves, but remembered always."  The cavern itself was some half of a mile in diameter, and from its sides descended stairways and extruded walls, windows and balconies.

Deep inside Home, Tebro stood outside a doorway and hesitated. The greater part of the city had been dug directly into the mountain. In this area, the rock overhead came down, meeting the tops of the buildings, so that the effect was that of long corridors and rooms carved into rock rather than buildings. Tebro was alone. He had sent Dor on ahead to his uncle, claiming pressing business in the capitol. Damned gnomes and their damned air, Tebro thought, my head is too full… and I’m picking at my arms again. I’ll clear my head. With a clear head the inspiration can come. Perhaps I will get some work done, have a breakthrough. Three months! Great grandfather, help me. He went in.
The Phoenix of the Spheres of Magic
The room was warm and comfortably furnished. A rug with a fractal pattern covered the floor. Several armchairs were arranged around a fireplace. Tebro knew the fire to be fake, the smokeless product of gnomish tinkering with magic and machinery. This was the only type of fire possible where chimneys weren’t. A dozen other padded wooden arm chairs were placed around tables. There was a group of young dwarves sitting at one of these tables. They looked up as Tebro entered, and quickly turned their attention back to each other and to their drinks. A counter intersected the far left wall and bent to nearly touch the far wall. Bottles and barrels were set behind it, and glasses set in racks above.
A gnome walked around the bar and toward Tebro, “And what can I do for you, sir?”  The gnome’s expression and tone were exactly the same as when Tebro had first entered the place, years before. Tebro knew the gnome, Airfinge, by sight, and had no doubt that the gnome recognized him.
“A room suitable for study, please,” said Tebro.
“Certainly, sir. I have just the place. If you will follow me.”
Tebro followed the gnome down a hallway flanked with doors. There were fourteen doors, seven to each side, set widely apart. Tebro knew that most of the space between these rooms was rock wall, drilled with voids which were filled with some material or other. No sound traveled from room to room, so it was impossible for an occupant of one room to tell whether the adjacent room was occupied. Lining the walls of the hallway were the same lamps as lit the whole of the city. These were more elaborate than most. Some of the metalwork was so delicate that Tebro could have sworn it was actually lace. The gnome opened the fourth door on the left, and stood aside to let Tebro in.
The room was much the same as the entry; the same rug, only smaller; the same warmth; the same fire; and the same armchairs, two of them. Beside one armchair was a small table suitable for holding a drink and a book as well as the lamp. In front of the chairs was a desk. The middle sunk to accommodate tired feet, drinks, books… anything the occupants might want near their knees. The ends of the desk were raised and curved toward the chairs, and would allow the occupants to write without quite getting up. Tebro turned to the gnome. “Lemon water and some air, please.”
“Right away, sir.” The gnome left, shutting the door quietly behind him. Tebro sat in one of the armchairs, waiting. He got a book out of his pack and read until the gnome came back. The gnome carried a large, metal canister in one hand. A hose was attached to the top of the canister, it was covered in braid and had an ivory mouthpiece. In the other hand, the gnome carried a large glass with ice floating in a slightly yellow, translucent liquid. Tebro handed the gnome two silver coins. The gnome placed the glass on the table, the canister on the floor, and took the coins. He bowed slightly and left.
Tebro twisted a knob on the valve connecting the canister and the hose, then sucked at the mouthpiece in a long draw. He sank back into the chair, contented, his eyes unfocused.  After a few seconds he produced a parchment and pen from his pack, had another pull from the canister and set to work.

A Villain's Life

Day 1
It's hard to find good, quick fights in this game.  When I heard about Orison, the MMO that Mobs Inc Software was putting out, I was thrilled.  When I started playing, I was less thrilled.  The whole design seems to push the fun stuff to the endgame.
I started off in one of the major cities, like everyone else.  One NPC walked up to me and asked me to kill an imp that had taken up residence in her house.  A starting quest, peh.  So I kill the imp, but the damned thing grabs me and says, 'come meet my family.'  And so I'm slogging through an underworld, stabbing imps for the next ten minutes.  I get a couple of levels.  Meh.
There's a cavern that I read about on the 'getting started' section of the wiki.  It's 'used as a training ground for those seeking to hone their combat skills.'  Well, I try it.  I get four different offers to group in there before I find the way to turn invites off.  Not my thing.  It takes a while going down until I find a place that hasn't been cleared out yet.  Why this place is not instanced baffles me.  Just a bad design decision in my opinion.  When I finally find some enemies, there are five of them in a group.  I run in, target, roll, stab.  One down.  And I start getting hit from the back and sides.  Roll away.  They start with this cackling laugh.  No.  Jumping attack, another down... and so am I.  Yeah, not your standard difficulty, but that's fine with me.  Grinding easy mobs gets boring.
So I'm back on the wiki looking up quick fights.  Turns out you can go to the tavern, rent a room for a bit of nothing, and get experience by dreaming about fighting.  Hah!  So I try it, and I battle through a few of their 'dreamscapes.'  Stupid crazy stuff, some of them.  Then I try talking to the glowing bug that is always next to me at the start of a dreamscape.  It says it is a dreamlinker.  Yes!  PvP!

Day 10
I'm still mostly playing the dreaming PvP.  I tried doing some non-dreaming stuff.  I escorted a trade caravan to a small town.  They said something about medicines and herbs for food or some such.  Useless flavor text.  And it wasn't even a well designed quest.  Most of the time was just walking from one place to another.  Three other players in the group and they are all in character, talking about the governor and the trademaster and so on, they said there is a group of goblins close to the town we are heading toward.  I suggest we take them out once we get there.
Kobolds attack the caravan.  These other guys rely on their equipment way too much.  I backstab four of the kobolds while the other three players are hacking away like this was World of Warcraft or something.  The caravan rolls into town, and the goods are sold.  I get my cut; nice to have some gold finally.  Maybe I'll get a real world longsword.  No exp for completing the run?  What is this 'prestige' junk?  I ask the others.  One offers his cut of the coin for the prestige I got.  Sure thing!  Good trade!
We go clear out the goblins.  More exp, more prestige, another trade of coin for prestige.  The one I'm trading to says that he is trying to usurp the mayor of this town.  Yeah, good for you, but who would want to be Mayor of a fake town?

Day 100
Most of my skill points have gone to my longsword skill, offhand shortsword, and combo crafting.  I've had to relocate to a city with a dojo so I can put combos together.  The GUI for combos shows you frames saved and endurance saved by stringing together different animations.  Of course, some animations don't go well together and there are extra transition frames and endurance cost.  Combos are really necessary for high level PvP (the city also has an arena, hello wagers) because of all the animations that the skills unlock, you can only map two to the combo slots.  So put two combos onto a weapon and put that setup into a weapon slot.  PvP pre-planning for the win!  Roll, Roll, see an opening, 1, 1, get blocked, roll out to break the combo, see another opening and start in on my 2 combo.  The only thing that really makes me mad about the arena are these no-talent mages.
I've got a sort of sponsor now.  All the prestige I get in the arena goes to him and he keeps my equipment up to par with my level.  He says that he gets his gold from trade goods and buys the equipment from adventurers or craftsmen.  I've done some of what he calls 'adventuring.'  There are always these items, 'gifts of the gods,' being put in ruins, down caverns, stolen by imps and hidden in demonic realms, etcetera.  Oracles, in cities whose leaders can afford to employ them, reveal the location of these gifts, and the race is on.  It sucks because except for crafting materials, the gift is all that drops.  And if you are in a group of five, you are not likely to roll it.  (you also get the gods-can-it-be-more-annoying prestige to trade away)  You can get more equipment by clearing out a group of NPC that have targeted a town or city, but most of that is just your basic trash loot.

Day 150
Time to get serious about top end PvP.  Heroes and Villains is where it is at.  You've got to be one of the two at endgame to get the extended level cap.  Heroes, now, they advance by grouping with non-Heroes, by protecting trade runs, and protecting cities.  Villains get their experience killing people.  Villain it is!  It's hardcore ironman mode, though.  If a Villain is killed, their character is deleted; with one important exception.  The quest to become a Villain involves entering one of the temples to the dark gods.  The outer door is open for only ten minutes out of an entire day.  (there are several temples with different times)  At the end of the run is a protected spot and a door that is only open for the same ten minutes of the day.  Needless to say, the run takes half an hour or so.  So you go back the next day, another run to the altar, and there you get a 'resurrection stone.'  You can only carry two, there are three types, and the better ones require three and four day runs.

Day 155
Hah!  That was awesome.  There were three Heroes camping the temple waiting to kill any Villain going for another res stone, but they couldn't touch me because I was not a Villain yet.  They just kept sending me messages: “Come on, you don't want to be a professional griefer,” “Be a Hero instead, it's fun,” “If you get through this, I will find you and kill you.”  Priceless.
Into the Villain town today.  A violent place, according to the forums.  It's on a separate plane, only accessible to Villains.  There are only 15 residences.  Ten of them are small, four larger, and the last one is the tower in the center of town.  Residences give combat bonuses based on their size and have portals leading to different parts of the world.  Thing is, when a Villain is killed (even if they have a res stone) they drop the key to their residence, if they own one.  Only another Villain can pick it up.  And yes, you can attack another Villain in town.
I hear that the Heroes have their own place as well, but that we can invade it.  They get their bonuses from a totem in the center of their town.  Well, if a Villain steals the totem, it becomes a powerful weapon and the Heroes lose their bonus until that Villain is killed.
So much PvP.  I think I will go ransack a village and kill some low level players to put myself on the Heroes' radar.

Chapter One: In Which A Ship Is Taken By Pirates

“Nothing good dies until its allotted span is completed. Nothing evil dies until it is vanquished.”
-from The Teachings of S’s’os’ayn

On his ship, the Whitecap, Torroran pondered the absence of the Margate fleet.  He had heard about a large food shipment coming from the easternmost towns of the Halflings, and had hoped that Hiegler would take his ships down the channel and through the passage under the mountains, rather than risk an encounter with the serpent that the fleet was busy with off the east coast.  His hope was been rewarded when the lookout spotted the cruiser and its pathetically small compliment of escorts.  Torroran ordered that the escorts be disabled, driven off, or destroyed, the crews killed, and the cruiser captured.
The Whitecap caught one of the escorts in a sneak attack as the fleet was passing by the city. It was on fire by the time the Whitecap came abreast of the cruiser and Torroran swung onto its foredeck.  Torroran landed, rolled, and slashed the leg of a sailor who had tried to take advantage of Torroran’s momentary imbalance. On his feet, he brought his other sword around and separated the sailor’s head from its body. The air was alive with shouts, the clash of steel, and the boom of the ship guns. Hiegler came running up the ladder from the main deck to the foredeck, and stood facing Torroran.
Torroran stood tall and unarmored. His hair hidden under a tied rag, a scar beside his right eye, and a black goatee framing his smirk. His chest was a network of scars. His pants were light and baggy, tied at the ankles, and his webbed feet were bare.
Hiegler was a man in his prime, blond and muscular. He wore his armor with a casual ease and wielded his large broadsword with easy, powerful motions. He scowled. “Damn you, Torroran! Not this time. You don’t know why this shipment…” With a clash of steel, he brought his sword up to block Torroran’s blades, which were headed for his neck.
Two more sailors jumped at Torroran from behind, and were dispatched, a blade in each chest.  Blood splashed in lines on the deck as Torroran swept the blades out of the torsos and spun them around to threaten Heigler again.
“Back!” shouted Hiegler, “This fight is mine.” Then to Torroran, “This shipment is different.  Crops were burned in…” A quick twisting motion of the broadsword parried two attacks from different angles, one of which deflected into his chest plate, glancing off.
“If the crops were burned, that just means higher prices. You aren’t helping your case at all here, Hiegler.” Torroran feinted high, drew the broadsword up, and slipped the left blade under the chest plate. Hiegler grunted, and Torroran neatly sliced his head in half from ear to ear.
Torroran strode to the edge of the foredeck and shouted down at the fighters, “Your captain has been killed and your ship taken. You are between the sword and the sea, choose!” The bodies of the dead on deck were beginning to dissolve into a shimmering smoke.  Blood and weapons likewise vanished from the deck.  Some of the cruiser's crew dived over the main-deck railing and into the water.  Others continued to fight, resigned expressions on their face notwithstanding.
The fight was over in a matter of minutes. Torroran was met by one of his own sailors. “Leave half the crew on the cruiser.” Torroran said, “The others will man the Whitecap and escort her through Mountain Pass and down to The Black Island.”
“And if word reaches Mountain Pass about this before we get there?”
“Sail fast.” Torroran replied, “I’ll stay in Margate. Don’t spend my cut of the profit on the way back.” Torroran ran to the edge of the ship, and jumped into the water in a long dive.
“Good luck back in town, sir!” the sailor shouted after him.

Wednesday, September 24, 2014

Races: Who do you want to be today?

Time for some flavor.  Orison is heavily influenced by the four classical elements, water, earth, fire and wind.  Each of the four main races and their portion of the world is designed to reflect one of these elements.  Each of the four races have a capitol which is the center of their kingdom.  The four minor races have no capitol and their land is initially unclaimed by any kingdom.  In an example of a rubber band system, areas that are claimed by a kingdom, but have no political unit activity revert to unclaimed after a time.

Humans:  Water aspected, Humans have webbed hands and feet and gills running down their neck. They inhabit the northeast portion of Orison.  Bays, rivers, streams, and fjords dominate the landscape.  The human racial benefit is that they can breathe water for a short time, and so can remain underwater for twenty minutes before dying.

Dwarfs:  Earth aspected, Dwarves are short, powerfully built, and bearded.  They inhabit the southeast portion of Orison.  Mountains, caves, mountain valleys, and rocky slopes dominate their landscape.  The dwarf racial benefit is that they can detect traps automatically.

Ophidians:  Fire aspected, the body of an Ophidian does not separate into legs at the waist, but tapers into a long tail on which they slither.  They inhabit the southwest portion of Orison.  Lava flows, ash plains, dead lava tube systems, and sun-drenched farmland dominate the landscape.  The Ophidian racial benefit is that they are immune to fire damage.  Their racial drawback is that the characters only last one year real-time before they die of old age, never to return.  Ophidian villains and heroes are an exception to this rule.

Elves:  Wind aspected, tall, thin, and light, Elves can jump half again as high as other races.  They inhabit the northwest portion of Orison.  Tall old-growth forests, rolling hills, and spires of wind carved rock dominate the landscape.  The Elven racial benefit is that they move half again as fast as any other race over land.

Halflings:  Shorter than dwarves, and not as stocky.  Inhabiting the rolling hills of the north between the Elves and the Humans, the Halfling racial benefit is the ability to shed all agro and become invisible to NPCs once every 30 minutes.

Sartroni:  Taller still than the elves, but powerfully built.  Inhabiting the flat island off the eastern coast between the Human and Dwarven civilizations, the Sartroni racial benefit is that they have a 100 percent HP bonus.  Their racial drawback is that they will not wear the heavier armors.

Gnomes:  As short as the Halflings, but with straight hair, long noses ears and fingers.  Inhabiting the hidden island off the southern coast of the main continent of Orison, the Gnomish racial benefit is a 100 percent bonus to all crafting efforts.

Pteradons:  The lightest of all the races, lacking muscle except where their wings join to the middle of their back.  Inhabiting the craggy island of the west coast of Orison, the Pteradons have the ability to glide from one place to another.  Their physical abilities are blunted by one quarter.

Land Ownership: I'm sorry, you cannot use that claim certificate here.

So, we have a huge world, with lots of open spaces.  Lots of coastlines for the humans, lots of mountain passages for the dwarfs, lots of volcanic spill-plains for the ophidians, and lots of old-growth forests for the elves.  As well, there are some spaces for the halflings, barbarians, gnomes, and pteradons to build some political units unaffiliated with a kingdom.
  How exactly does land ownership work?  Well, land ownership is of two types, personal and political.  For a player to own land personally, all they have to do is obtain the design of the structure, some base materials, and find a plot that is not personally or politically owned.  The building starts to take shape as soon as they click on the blueprint and place the structure on the ground.
Some see a barren wasteland, others, a gold mine.
  Political ownership is a bit more complicated.  A political land grant for a town is issued by a Governor of a city or the King of a kingdom.  It includes a radius of 1000ft or so from a point to be zoned for city center structures.  This is to include residences, barracks, city hall, tavern, warehouse, shrines, and monuments.  There is another radius that extends to 3000ft which is to be used for fields, mines, loggeries, ranches and such.  Any personally owned land that is within either of these radii continues to be personally owned until the owner cedes control to the engulfing political unit or the structure is destroyed.
  When the town meets certain benchmarks for growth, it turns into a city.  The radii are then expanded, and GMs step in to help the players with beautifying the area and giving the city flavor.  There are only four kingdoms to a server.  The capitols can be ransacked, but never taken over.  A kingdom may have its holdings completely reduced to zero, but it still has a king.  Also, the king is of the same race as the kingdom.  This is the only instance in which racism is enforced.  A halfling may be the governor of an ophidian city, but a human will never rule the kingdom of the dwarfs.
  Once an area is owned, then any player with the appropriate privileges can place a building on that land.  These buildings will produce resources according to their condition and location and will consume resources according to their building type.  Balance must be determined before launch for every location.  No location should be able to support a town in the long term.  A town in any location must, without imports, languish.  This is the same philosophy as that behind the RBS.  One thing that prevents a town from flourishing without imports is that many of its buildings require medicine as a resource, and a town cannot build an apothecary.  A city may build an apothecary, but not a Royal Apothecary.  A capitol may have a Royal Apothecary that produces royal medicine that can sustain any of these buildings for months, but does not produce enough to supply all the towns that a kingdom can make.
  As always, details are upcoming.

Politics: How to Use Friends and Influence NPCs

  So, if there is to be no main storyline, where does the fun, the drama, the meaning come in?  One of the only modern MMOs to ditch the storyline, Eve Online, gives us a clue.  In the hinterland of the Eve galaxy, groups of players conquer star systems and build systems for extracting resources and making valuable items.  These player owned systems can be vastly profitable, but need constant attention and are vulnerable to Marauding players and NPCs.  Experienced players of Eve will tell you, "nullsec is where the REAL game is."  And there is no storyline out there except the political ebb and flow that the players make for themselves.
Think of all the man-hours put into preparing for this battle.
  In Orison, this is done by players claiming parts of the vast, empty spaces of continent.  Perhaps one section starts as a cluster of farms, a mine, and a loggery.  Then some player is granted a writ of township by whichever king (a player) holds sway over that land.  He and his guild builds a town hall and coerces the surrounding farms, mine, and loggery to join the town.  The player who used the writ in the first place becomes the mayor of the town and gains a number of 'prestige points' with that town.  These points dwindle over time.  New points are granted to the mayor whenever the town expands, when a threat to the town in neutralized with the help of the town's NPCs or those PCs who are designated the town's elite guard.  The mayor loses points whenever a town structure falls into disrepair from lack of proper resources or is destroyed by a threat.  If trade is making the town prosperous, the mayor gains points.  If trade is stagnant, the mayor loses points.  When a mayor is out walking about town or socializing in the tavern, he gains points. (or loses them more slowly)  When he sits at his desk behind locked doors and guards, he loses points more quickly.
  Now, other players can gain prestige in the town as well.  Whenever a player completes a trade run that benefits the town, he gains prestige.  Whenever a player disposes of a threat to the town, he gains prestige.  Just sitting in the town tavern, a player slowly accumulates prestige.  Anyone can, at the tavern (or the town hall) register their desire to rule the town as the mayor.  The prestige totals of every player who does this are publicly available.  Every week (every three weeks for cities, every two months for kingdoms) the person with the most town prestige becomes the mayor.  If the mayor himself has the most prestige, he remains mayor.
Schemed his way to the top.
  The key to this system is that these points are tradeable. Prestige can be traded with other players in the same trade UI as items and coin.  Prestige can be sent in the mail.  A mayor with an entire guild giving him half their prestige will soon become very hard to supplant.  Please note, however, that this leaves mayors, governors, and kings vulnerable to revolution, as their supporters can withdraw their support at any time.
  Prestige operates in tiers.  Ten points of town prestige can be converted into a point of prestige in the city (if any) that the town is subject to.  Likewise, ten points of city prestige or 100 points of town prestige can be converted into kingdom prestige.  All of these prestige types are tradeable and giftable.
  Another wrinkle that could be included to increase the competition and ruthlessness of these political intrigues is to pay the leaders in real money.  Town mayors receiving $500 per month are likely to treat Orison as a part time job.  City governors receiving $1500 per month are likely to treat Orison as their main job and have part-time real-life work on the side.  Kings receiving $3000 per month are likely to treat Orison as a full time job.  Kings and governors have the option to transfer any amount of their pay to their Lieutenants and subject governors and mayors.  This is only possible if Orison is not free to play, but charges something like $15 per month to play.  Four kings, twenty governors, and one hundred mayors per server costs $92,000 per month, which is more than made up by 6200 players.  Eve online has had ten times that many players on its server at one time.
  Now, in this system, it is very likely that a small group of players seize power and hold onto it with ruthless efficiency.  Where is the drama in that?  One word: assassination.  In the hidden places of the world grows a flower that, when processed properly, makes a poison which does not damage a player's health, but instead damages their prestige.

Storylines, and why they should die

Find your own fun.  Make your own fun.
Shameless plug for a great game
Back in my post on Rubber band systems I touched on the disconnect that a player feels when they are told by an NPC that they are special and that the fate of the world rests on their shoulders.  The disconnect arises when the player realizes that every other player is being told the same lie and that nothing really hinges on their actions.  There are a couple points here.  First, it is not really true that player actions make no difference.  One member can make the difference between a successful and an unsccessful raid.  One vibrant member can be the heart and soul of a guild.  Second, this disconnect is caused by the same design philosophy that causes 'quests' and a linear progression through the map. Causing players to chase the main story line, and incidentally causing congestion of same level players in certain areas.  This also causes people to leave the game!  If the interest in the game, the driving force, the thing that causes players to move from one place to another, is a line, then once they reach the end of that line, they leave.  This causes companies to have to put out expansion after expansion with 'endgame raid content' and increased level caps to keep the experienced players' interests.  The flawed design philosophy is, in short, building a single player game and tacking on player to player interaction.  The really screwy part of this is that MMOs did not start out this way.  In the early days of MUDs, there were no main story lines.  Very few of these had any 'quests' at all.  This disease was picked up (as far as I can tell) in Everquest, and MMOs have been sick ever since.

Now, let it never be said that I am merely a complainer.  I would not bring this up unless there were some reasonably workable solution.  First, scrap the main storyline.  This frees up a lot of time and energy on the part of the design and writing team.  Part of this effort should be put into building RBS.  Another part put into quests that are sent via mail to players who spend prestige at a tavern to request work.  A delay of a day (realtime) or so before a sidequest is sent to the player serves two functions.  First, this gives players a sort of manditory downtime.  This encourages the player to look around for things to do in the world instead of merely chasing a line.  Second, this gives GMs an entrance to slip into an NPC and play with a player in a quest of the GMs making.  Even a hundred GMs cannot guide tens of thousands of player experiences, but a score or so, playing through two quests per shift, will reach over 43 thousand players during the course of a year.  Enough that everybody will have heard of somebody that has adventured with a GM.  Third, quests should be made that are not merely contingent on the state of the player, but the state of the RBS in the world, and these should for the most part serve to push these RBS out of their ground state.  In this way, these quests will make a difference to the state of the world and will be more than meaningless exercises.

Rubber Band Systems

  I almost called this article 'Rubber band zones,' but that does not really capture the idea.  The word 'zone' seems to imply something self contained, and while the concept of a single rubber band system (RBS) must be well defined and may be localized, there may be many RBS operating in the same game area.  RBS is critical in Orison to achieve the ballance between simulation of a living world where player actions change the game state on one hand, and ease of implementation on the other.
The Simplest RBS
Every RBS in Orison is designed to have a 'ground state' to which the system will eventually return in the absence of player involvement.  The simplest possible RBS would be a two-state system in which one state is the ground.  Some sort of player action could cause the state to transition into the other state and further action may be able to keep the system in this state, however, in the absense of this further action, the system will eventually transition back to its ground state.  It is desirable for a scrited event to accompany a state transition, and if it is possible for a player to interrupt this script in any way, then those interruptions must result in the system transitioning into a valid state.
By way of example:
Rats in Undertown: Ground state: Undertown is empty of NPCs.  There are NPCs in the city above who talk about their homes back in Undertown.  NPCs in the city above give PCs information about the rat infestation and reward players for rat tails and offer a large reward for a dire rat tail.  If a rat is killed inside Undertown, a one minute counter (invisible to the players) starts.  After this counter runs down, a rat is spawned at one of the rat-holes in the sewers and a rat currently in the sewers moves to take the place of the killed rat in Undertown.  If the dire rat in the center of Undertown is killed, the system moves to state 1.
Transition script from ground state to state 1: Enough rats in the sewers move back to the rat-holes and de-pop to make spaces in the sewer for the rats left in undertown.  The rats in Undertown move to take their places.  If a rat is killed during the script, then a one minute timer starts before another rat pops at the rat-holes to take its place.  NPCs in the city above walk to undertown.  (NPCs that are killed repop, as always, at the altar and make their way back to their daily routene)
A more complex RBS
State 1: Undertown is populated with NPCs who tell about the dangerous rats in the sewer and give rewards for rat-tails.  Several NPCs in the city above say that the residents of undertown give rewards for rat-tails.  Rats are on routes in the sewer, once every two minutes, a rat attacks an undertown guard, is killed, and another rat pops to take its place.  A timer starts at 20 minutes, every time a rat is killed in the sewers, one minute is added to the timer.  If the timer reaches zero, state transitions to state 2, if the timer is ever above 30 minutes then the state transitions back to ground.



Transition from state 1 to ground: You get the point.
Transition from state 1 to state 2: You get the point.
State 2: You get the point.
Transition from state 2 to state 1:  If you really don't get the point, leave a comment.

Welcome to Orison

 I have been playing MMOGs since 1996, when I made a character in Medievia, a text-based MUD. I've played a good selection of MMOs since then, and I have greatly enjoyed my time in some of these virtual worlds. I believe, though, that MMOs have a serious flaw, one that is basic to the design philosophy of nearly all of these games. The flaw is that these games are not actually designed as multiplayer games. These games should more appropriately be called Massively Single Player Online games.
Medievia: It's all downhill from here
Ask yourself this: apart from the player interaction, is there any difference in design between, say, World of Warcraft and Skyrim? I hear you saying, 'apart from player interaction? I saw you palm that card. Player interaction is what makes a multiplayer game multiplayer. If you remove that, you should not be surprised to get a single player game.' My point, though, is that if you remove player interaction from a multiplayer game and are still left with a game that makes sense, then what you started with was not really designed as a multiplayer game. Instead it was designed with one player in mind and tools for player interaction are tacked on.
Let me give you a concrete example. I start a character in Arche Age (I'm not picking particularly on Arche Age, all MMOs are guilty of this, but AA had so much promise ruined so early) and find that I'm knee deep in a pond... with a hundred other people who look almost exactly like me. I see an NPC with a golden exclamation mark over her head and I talk to her. She recognizes me and implies by her dialogue that she knows me and that I am the only one around. Two VERY bad things are happening here. First, I am now psychologically separated from my character. I don't know this NPC, and she does not know me. She knows my character. So now I am distinct from my character no matter how much suspension of disbelief I had when I started up the game. Second, the world that my character inhabits does not agree with the evidence of my eyes and I have an incentive to ignore all other players in order to make the story make sense.
Now, let's look at the story. Every story in every MMO. I am special. I am the chosen one. There is a great evil in the world and I am destined to end it.
Lots of words.
Once again, no matter how much suspension of disbelief I can muster, I know that there are hundreds of characters, just in my character's immediate area that are being told this exact same lie. That is not to mention the other thousands on the server and the other tens of thousands on other servers. This is very demoralizing. I talk to a farmer who says he is having trouble with wolves or something and wants my character to bring him five tails. Well, I go to where the wolves are popping out of thin air (and not hurting the sheep at all, by the way) and there are a dozen characters all killing wolves as hard as possible. I know that these wolves are never going to harm the sheep, that the farm makes no economic difference to anyone, and that if I and everyone else found a way to skip this thing (I can't bring myself to call it a quest) then the farmer would still be permanently standing in that one spot, night and day (for games that even have a night/day cycle) with that exclamation point over his head waiting to give out a bit of gold (materializing out of nowhere) to kill wolves (that are also materializing out of nowhere) that are just standing there waiting to be killed.
Now, you could say to me, “wait a minute, you want enough meaningful, interacting systems programmed in to keep tens of thousands of level 1 players busy for the five minutes that it takes them to reach level 2? If we had an army of angels programming away for a century, it could not be done!”
To the first part I say, 'yes,' and to the second I say, 'with a change in the design philosophy it could be done with a reasonable amount of work.'  Granted, it will be more work than is currently put into MMOs, but that isn't really saying anything as the whole genre has descended into a contest of who can tantalize their player base with these couple of new features in the end-game long enough to keep them pushing through our Everquest knock-off for a hundred hours or so.
But how? That is what this blog is about. Here I will expound upon a concept MMO that I call Orison. I have been working on these concepts for ten years and I feel that I just have to tell somebody about them. I had a dream a while back of building up a video game company from scratch just to make this game, but I can't do that without support any more than I can pick myself up by pulling on my shoelaces.

So read, enjoy, ponder these articles, and possibly you will, like me derive much pleasure in simply living in this world in your own mind.