Hello players! So within a skype chat a discussion about the nature of conflict generation in Massivecraft was sparked and I wanted to let others jump in and give their thoughts.
Conflict as a result of an imbalance of power is not working. We need a paradigm shift. This is a bit of a shame as conflict is a central and import part of roleplay. In this case I am defining conflict as two characters, groups or other entities that have differing goals that either are mutually exclusive, or at the least come into conflict, thus generating roleplay.
Currently conflict is difficult due to the ideology present in Regalia. Those who do not conform are generally significantly set back and from the groups that have power they all work together well, generating no inherent conflict. Worlds were the conflict comes not from authoritarian overlords but instead conflicts between different sects, ideas, group and orders creates a more colourful and engaging world that is more responsive to antagonism and player interaction.
The current political environment of Regalia was built in an effort to create in imperfect world that would generate conflict, however it has now settled into a position where, bar the sewers where ideologies and groups do compete, conflict generation becomes difficult. A solution to this would be to give more opportunities for surface roleplay that isn't underground heretical, magical or criminal groups. Opportunities that innately generate conflict such as conflicting merchant guilds, or competing religious ideologies such as Protestantism and Catholicism would be ideal for this however I'll let you imagination go wild. This diversity of stances is significantly more interesting and allows conflict without fear of losing a character as a result of it.
A few half-brained ideas for other opportunities:
1. In response to the Estel problem, powerful political groups from both the Shadow Isles and Altalar kingdoms arrive in Regalia, however their goals are mutually exclusive and they fight for dominance.
2. Teams of Allar scientists studying Circci's reproductive problems arrive in Regalia, however some groups take issue with their methods.
3. The Black Order goes rogue and becomes a playable faction, selling information to the highest bidder and establishing a network of spies, plotters and informants.
4. A new creed brings the church and the nobility into conflict. Some nobles or clergymen accept the new creed, others reject it also causing internal conflict. Both groups must now attempt to win over the general populous.
While all of the above are of course possible, none are really built into the system. While Aloria has a plethora of racial, cultural, religious and ethical conflicts most don't enter Regalia due to either having very little sway over the scene as a whole or being considered heretical.
Please share your thoughts on how we can improve conflict in Regalian roleplay.
Conflict as a result of an imbalance of power is not working. We need a paradigm shift. This is a bit of a shame as conflict is a central and import part of roleplay. In this case I am defining conflict as two characters, groups or other entities that have differing goals that either are mutually exclusive, or at the least come into conflict, thus generating roleplay.
Currently conflict is difficult due to the ideology present in Regalia. Those who do not conform are generally significantly set back and from the groups that have power they all work together well, generating no inherent conflict. Worlds were the conflict comes not from authoritarian overlords but instead conflicts between different sects, ideas, group and orders creates a more colourful and engaging world that is more responsive to antagonism and player interaction.
The current political environment of Regalia was built in an effort to create in imperfect world that would generate conflict, however it has now settled into a position where, bar the sewers where ideologies and groups do compete, conflict generation becomes difficult. A solution to this would be to give more opportunities for surface roleplay that isn't underground heretical, magical or criminal groups. Opportunities that innately generate conflict such as conflicting merchant guilds, or competing religious ideologies such as Protestantism and Catholicism would be ideal for this however I'll let you imagination go wild. This diversity of stances is significantly more interesting and allows conflict without fear of losing a character as a result of it.
A few half-brained ideas for other opportunities:
1. In response to the Estel problem, powerful political groups from both the Shadow Isles and Altalar kingdoms arrive in Regalia, however their goals are mutually exclusive and they fight for dominance.
2. Teams of Allar scientists studying Circci's reproductive problems arrive in Regalia, however some groups take issue with their methods.
3. The Black Order goes rogue and becomes a playable faction, selling information to the highest bidder and establishing a network of spies, plotters and informants.
4. A new creed brings the church and the nobility into conflict. Some nobles or clergymen accept the new creed, others reject it also causing internal conflict. Both groups must now attempt to win over the general populous.
While all of the above are of course possible, none are really built into the system. While Aloria has a plethora of racial, cultural, religious and ethical conflicts most don't enter Regalia due to either having very little sway over the scene as a whole or being considered heretical.
Please share your thoughts on how we can improve conflict in Regalian roleplay.