~problems With Cultist Rp~

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:Problems with the Massive Cultist RP Events:

This is just a brief introduction to the problems witnessed during Cultist incursions!
I understand it is impossible for [lore staff] to keep track of all cultist combat rp events (Or even referee them), which is why I'm asking fellow players to mix things up a bit by cutting down on the victories. Obviously this is opinionated, it's just my plea to ask for help from other players. Lets try something different.

Not one cultist combat role play event has ended in a victory on their side. This takes away the Fear RP of the cultists and their progression, and makes them more of a joke. It is also frustrating for the cultist actors to lose all the time, as it isn't as interesting to go into a event knowing you will win each time.

(This doesn't make me mad or frustrated, just saddened and disappointed.) I'm not even a cultist actor, until recently, and I just hate winning all the time. It gets boring and takes away the conflict of the progression. I know for a fact that if the Cultists win here and there, this progression will have a bit more spice to it, and we all can gather much more enjoyment.

List of issues:
  1. Players are too quick to treat cultists like throw away characters, as in, they don't let them live long enough or give them the chance for interesting crp, (Some even go as far as to use them as an IC way of farming for IC loot such as armor and weapons)
  2. Powergaming. We can't do anything about it, except stand together in larger numbers to work and change this problem.
  3. Characters don't like to get injured from the cultists, (Or lose in general) Which makes the crp instantly one sided.
  4. When an event starts, a lot of players show up from meta and other ooc ways, which outnumbers the Cultists unfairly.
  5. When Cultists have the numbers (Usually at the start of a crp event before everyone shows up) no one respects their numbers or the fear rp it may provide. Single characters dash forwards alone against Cultist defensive formations made up of 2-6 actors.
  6. Cultist emotes are just not respected in general. (This doesn't happen all the time, though it happens occasionally and often.)
    Due to them being throw away, they are just side stepped when it comes to crp,
    For example: (This has nothing to do with the recent event and is rather a made up example)
    Cultist Bard raises his Ur Slavad in a protective formation alongside his comrades. The conjoined number of Halberds would make a charge very unlikely to be successful. The very action would be a risky maneuver and require much sacrifice.

    Single Soldier dashed through the extended spears and reaching weapons to slam his shield into Cultist Bard and break his formation.
  7. Cultists show up in larger groups, and tend to be chopped down too easily. (Just my opinion.)


    Lets work together and lose here and there for a change. No one likes to play someone who always wins. The progression is meant to feel like a game of chess, not UNO.

Crp isn't about winning, it's about being balanced and having fun!



 

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Players are too quick to treat cultists like throw away characters
I'd argue that the cultists themselves treat themselves like throwaways. In some situations, the roleplay feels somewhat meme-y, not quite something that is truly fear inducing.
In what regard? On which side? ... How so?
Characters don't like to get injured from the cultists, (Or lose in general) Which makes the crp instantly one sided.
We go back to point a. No one really likes throwaway characters, and no one really likes to have their character severely impacted by a throw-away.
When Cultists have the numbers (Usually at the start of a crp event before everyone shows up) no one respects their numbers or the fear rp it may provide. Single characters dash forwards alone against Cultist defensive formations made up of 2-6 actors.
That's really just god roleplaying, and someone being stupid. That person should be warned OOC "hey, you're being dumb, stop being dumb or your character will get f*cked, throwaways or not".
Cultist emotes are just not respected in general. (This doesn't happen all the time, though it happens occasionally and often.)
Again, god roleplay/powergaming. You need to call players who do this out, otherwise the cycle will continue.

Overall, yeah, there is a problem, though I think both sides have things that they need to work on equally.
 
We go back to point a. No one really likes throwaway characters, and no one really likes to have their character severely impacted by a throw-away.

This is no different than being in a progression post, though. You're harmed by an npc due to bad rolls and you can be severely impacted, but you signed up for it. Being it done by a throwaway, which is essential just a character entirely meant to cause impact on other character, should be no different. And as noticed by the cultists, people attack the cultists first. They turn it into combat rp but expect their characters to leave with little to no damage only because they're "throwaways."
 
I think, like what Suzzie said, people don't really care because they're throw aways. I know the most interesting cultist RP I've had (when I was a cultist player) was when none/few of the people present were throwaways. Take the kidnapping of Edmond du Pont, for example. None of the characters there were throwaways, there were even a few approved characters taking part.

To add a sense of danger to the event, you need to use real people not just actors. <3
 
This is no different than being in a progression post, though. You're harmed by an npc due to bad rolls and you can be severely impacted, but you signed up for it. Being it done by a throwaway, which is essential just a character entirely meant to cause impact on other character, should be no different. And as noticed by the cultists, people attack the cultists first. They turn it into combat rp but expect their characters to leave with little to no damage only because they're "throwaways."
And I will add, I do agree that just fill-in cultists should be feared and taken seriously. I, and I know several others, take the s erious despite being throwaways. But others might not care because they're just that- throwaways.
 
Being it done by a throwaway, which is essential just a character entirely meant to cause impact on other character, should be no different.
But it has no consequences on said throwaway. I would argue that this is different than a progression, where, there's nothing coming out of it. There's no reward, it's just a cycle of "oh we killed them" and "oh they're back". They're a fun way to break up the stale days between Arken events, that's how I see them. Sure, they should be be feared, I agree, but something about the way they carry themselves strikes me as lacking a serious tone. Perhaps that's just me though.
 
But it has no consequences on said throwaway. I would argue that this is different than a progression, where, there's nothing coming out of it. There's no reward, it's just a cycle of "oh we killed them" and "oh they're back". They're a fun way to break up the stale days between Arken events, that's how I see them. Sure, they should be be feared, I agree, but something about the way they carry themselves strikes me as lacking a serious tone. Perhaps that's just me though.

Well, by progression, I really mean a result of the progression, because without it, there wouldn't be cultists. Don't take this post to heart, it was just me posting my thoughts about wishing cultists were treated more seriously and me dreading that they never win. Whether anything changes from this post is up to the community. I'm just here throwing a bit of advice out there.

Thanks for the feedback however!
@Witchblooded
@AtticCat
 
Characters don't like to get injured from the cultists, (Or lose in general) Which makes the crp instantly one sided.
A few get injured, can't speak for statistics here.
When an event starts, a lot of players show up from meta and other ooc ways, which outnumbers the Cultists unfairly.
Things do escalate quickly, no doubt about that. Though sometimes it's unavoidable depending on the location of said Cultist event.
I'd argue that the cultists themselves treat themselves like throwaways. In some situations, the roleplay feels somewhat meme-y, not quite something that is truly fear inducing.
Can you provide an example where it's been meme-y? I'd honestly like to know, and it isn't our intent.
We go back to point a. No one really likes throwaway characters, and no one really likes to have their character severely impacted by a throw-away.
Were using throwaways because we were advised to do so, the cultist events are here to bring back some action in the progression instead of waiting for an Arken to show up.
To add a sense of danger to the event, you need to use real people not just actors. <3
Not very viable at this point, at that time Rikkira was flying around and turning people. Plenty of possessed characters, now theirs two or three actually possessed. Also, we were advised to use Throwaways for the Progression by MonMarty.
 
Not very viable at this point, at that time Rikkira was flying around and turning people. Plenty of possessed characters, now theirs two or three actually possessed. Also, we were advised to use Throwaways for the Progression by MonMarty.
Even if you were advised to use throwaways, I know for a fact there are a few dragon possessed still out there if you could recruit them. Just would be a nice change to have a few real people do things, but alright.
 
Even if you were advised to use throwaways, I know for a fact there are a few dragon possessed still out there if you could recruit them. Just would be a nice change to have a few real people do things, but alright.
We do use them, they pass on information and such through in character means and act as agents. At least the ones I've spoken with do.
 


On taking the L:

As a certified people pleaser, I actually don't mind that much when people kill my throwaways because I know how good it feels to just completely crush an NPC. Plus, it sometimes leads to a lil bit of character development for better and worse.

E.g You go to the clinic to get patched up, brag about your kill streak, then get smashed up by Cora for hurting her friends.

However, remember that getting your butt kicked once in a while is also good for your development and the development of your characters! Let's face it, Team Regalia is winning the war on dragons. Maybe take a loss on a minor battle, recuperate, and go back to winning.

As previously mentioned, I want to try and make rp fun and rewarding. I just want to make this PSA type thing to say it's possible to have fun and rewarding rp even if you lose because it will still probably be a long term win.

Ask any noble. When you've been defeated a few times, the victory is even sweeter.

Throwaways:

Why would you ever use a char you're deeply invested in for this? There's only 2 ways it can end: murder, or torture and "re-education" If you don't enjoy that sort of RP or development, then you just... can't use a character who you have long term plans for. So yeah, we're using throwaways, but that's NOT because the RP itself isn't a valuable experience. It's just not one with long term implications that can lead to anything but punishment and ostracism of your char.

That's all!

TL;DR:

Lose once in a while bc its good for u

Dragon cultists have no future except dying or torture
 
It is very, very hard to provide any meaningful cultist roleplay when they are pretty much viewed KOS for any group of character or simple characters, no matter what they do (yesterday a whole bunch of possessed unarmed monks were slaughtered). And I think the reason for that is because players know that they will be reinforced as soon as a fight breaks up.

A few days ago we had four cultists in full armour and weapons against only a handful of citizens without any proper weapon. Yet they still assaulted & instigated a fight against the cultists because a handful of them left and returned in Hightower armour along with four other Hightowers.

On this matter, I am going to call on @Fatherland and propose that whenever Hightower reinforcements arrive to a cultist scene, follow our example with the 1st recon during the cathedral Arken event and have half the Hightowers join the cultists with cultist characters. It does not only leave the field level and still challenging but will also provide those players an insight into the more technical side of playing these NPCs.
 
:thinking: https://forums.massivecraft.com/threads/wanted-posters.62407/
This is a viable reason, they're not completely involved with the Arken, they show up at random times through the day and really kinda distract people from doing things.
Progression by MonMarty.
It's ran very on the go, and while yes MonMarty did advise that you're to use Throwaway, this shouldn't stop you from making an immersive character that is permeate, he advised this because people like to complain or dislike going through progression that negatively effects our characters, that and there was gonna be a lot of death *ALOT* It loses that risk factor that comes to CRP, it was common in the Lo occupation to feel you were risking in combat, it was kinda an adrenaline rush, I don't feel this at ALL in the Cultists, I just react to them scared because they're bigger and stronger then my little child. The Arken are the ones who create an immersive horror, fear RP kinda status. With throwaways it loses all immersion and risk.

The reason they're K.O.S is due to their own actions, they're the one's who stormed the Apothecary and continue wearing full plate even though it clearly states it's ILLEGAL AS HELL. To which they aggress by drawing their weapons, which basically makes us guard characters lose all immersion because well, they're throwaways and there's no point in logging a throwaway's prison time. Also the Synod thing, where a few of the Dragon Cultists claimed to be the Holy Synod. First the Synod I don't think has ever gone to the Slums, furthermore it also says in a post by MonMarty, that those who are Dragon Cultists can not fake it they're worshipers through and through, I could me misconstruing as it was actually the Holy Synod accompanied by a guard in the Slums. But I seriously doubted it, seens how the characters were played by people who played cultists and the guards name was Cultist something, @Tiber_ would know.
Anyhow in my opinion the Dragon Cultists are currently acting as an annoying roadblock, they need to be full fledged ripped out and started back up, because you lose all of that amazing RP immersion through approved characters, that and you guys wouldn't be stabbed and killed all the time. And we'd have better battles, people go what's the point when it's a throw away and minscualize the injury or hits they take, which is somewhat annoying that and they're largely outnumbered. Just my thoughts extremely unorganized but just me. @ThirtyOneBravo @JarrettdaCarrot
 
Anyhow in my opinion the Dragon Cultists are currently acting as an annoying roadblock, they need to be full fledged ripped out and started back up, because you lose all of that amazing RP immersion through approved characters, that and you guys wouldn't be stabbed and killed all the time. And we'd have better battles, people go what's the point when it's a throw away and minscualize the injury or hits they take, which is somewhat annoying that and they're largely outnumbered. Just my thoughts extremely unorganized but just me.

I don't know how approved characters instead of throwaways would change the fact that any conflict instantaneously draws dozens of glory-hounds to take a stab at a cultist whatever they do.

Also, I hope you do realise that the whole cultist business is voluntarily done? And the only thing we get in exchange is people telling us to put more effort into it after dogpiling us with OOC reinforcements, or comments about how "terrible" and "non-immersive" it is. Makes one think, and really de-motivates.
 

In no means discrediting the Cultists, I actually used to be a Cultist with my main, but the Roleplay isn't well as good as it COULD be perse, it's not that I dislike it but when I see the Dragon Cultists five times a day I get a tad frustrated, that's the issue with throwaway there is no OOC risk and or fun to it. It's just stab and be on my marry way for 90% of the Hightowers so I hear. I haven't been using a combat heavy focused character, so I've been trying to take injuries from it. But then Guards pull up and stab them.
 
I'd argue that the cultists themselves treat themselves like throwaways. In some situations, the roleplay feels somewhat meme-y, not quite something that is truly fear inducing.
Why would you ever use a char you're deeply invested in for this? There's only 2 ways it can end: murder, or torture and "re-education" If you don't enjoy that sort of RP or development, then you just... can't use a character who you have long term plans for. So yeah, we're using throwaways, but that's NOT because the RP itself isn't a valuable experience. It's just not one with long term implications that can lead to anything but punishment and ostracism of your char.
I have actually been using my old Ex-Lo Guard for my Cultist character, since he is a bit unhinged to begin with I can easily see him pitching in to another cause like this. The main issue with this is that in a crowd of 8 guards and 4 throwaway cultists and 2 heavily played cultists, nobody can really spot the difference between throwaway and played characters they havent interacted with.

Generally though, yea, a few incidents have made it pretty, awkward, for the Combat, like the lone charge against several heavily armored cultists thing you brought up.


Im personally kind of hoping for the Dragon to come in and convert some more people with hostile intent. I feel like IC occurrences that happened as things started to pick up kind of tripped cultist stuff up from the start- 'its illegal to detain them if they dont break any laws' right after progression states they are demolishing guards who try to take back Blacktower, and normal cultists are throwing out paperwork and stopped doing their jobs to sew chaos. Casually all got swept under the rug after like, a single day, and it became irrelevant. I understand the IC intent behind it, but sometimes you gotta NOT do what makes sense IC for the sake of OOC continuation of shit. Dragon Cultist stuff being the main big example as I said.


Overall though: been fun being a Cultists thus far. Cant wait to stir the pot more.
 
In no means discrediting the Cultists, I actually used to be a Cultist with my main, but the Roleplay isn't well as good as it COULD be perse, it's not that I dislike it but when I see the Dragon Cultists five times a day I get a tad frustrated, that's the issue with throwaway there is no OOC risk and or fun to it. It's just stab and be on my marry way for 90% of the Hightowers so I hear. I haven't been using a combat heavy focused character, so I've been trying to take injuries from it. But then Guards pull up and stab them.

Exactly what I highlighted. All cultist appearances end in 10+ Hightowers dogpiling on them to hoard the glory. The only reason the Cathedral event could succeed was because OOC reinforcements were rather literally barred from entering the event.

And this is why I'm going to repeat my previous suggestion. Whenever reinforcements arrive to fight the cultists, have half of them play cultist characters. This would:
- Keep the odds balanced
- Pin friend against friend from an OOC perspective resulting in more fair and enjoyable combat RP
- Allow some of the Hightowers to experience the cultist side of things & pitch their ideas to improve
 
Exactly what I highlighted

But should you guys not be an interact with on sight? I mean typically, NOT saying you but most of the Cultists draw weapons on the guards, then do half-assed CRP then are ok with losing which doesn't stir much up. If characters were made in place, we wouldn't kill every damn cultist. It's frustrating to see their lifespan be like one or two CRP fights.
 
If characters were made in place, we wouldn't kill every damn cultist. It's frustrating to see their lifespan be like one or two CRP fights.

If you wouldn't treat them as NPCs and kill them on sight, then maybe they'd survive from fight to fight. It's a two-ways thing. The issue right now is even when we are gathering up somewhere remote people show up to fling fireballs at us, that's the point to which we are KOS for personal character glory.
 
I'll fully admit to not having done too much with the cultists myself. But I'd like to throw my own thoughts into the ring.

OOC respect to antagonists (be they cultists, a rival noble house or Ichabod) is of utmost importance. These players have given their time to allow your characters conflict, drama and something to do. They often do this knowing their antagonist will likely fail far more often than succeed. While IC we may despise their evil antics, OOCly we must recognize their importance and thank these often unthanked and all-too-rare players, who love to see our characters struggle and triumph against their own.

Remember, we want our antagonists to keep antagonizing. It might be easy to overwhelm them with numbers, and arrest or kill them. However, while this gives a short term boost we should be rooting for our antagonists to get away and fight another day. This way we may develop our relationship with them. And spread our love of RP through the characters mutual hatred.

Finaly, one of the worst things you can do is demean the image of your antagonists by not acknowledging them as scary or effective. Not only is this obviously rude to the antagonist, but you undermine your own victories as well. I'd much rather proclaim how I faced swarms of heavily armed fanatics, rather than a gaggle of cultist vigilantees. Or how I faced a terrifying demon of a man who towers with dark magics, than just another slum's black mage.

In short we should try to grow our antagonists with love. Keep them well cared for and not cultivate them too early. Water their threatening and powerful image. And try to make sure they have as much fun as we are having. Antagonists are a rare breed of character that really need our love and care.
 
those who are Dragon Cultists can not fake it they're worshipers through and through
This is incorrect, they have always been able to lie about it
most of the Cultists draw weapons on the guards, then do half-assed CRP then are ok with losing which doesn't stir much up. If characters were made in place, we wouldn't kill every damn cultist. It's frustrating to see their lifespan be like one or two CRP fights.
I could argue an IC reason by saying most cultists are regularly people with no combat experience, but for the sake of story telling I will agree that it loses meaning when bodies are being thrown at you. Arguably this is from those portraying the cultists not knowing what they are able to do, seeing as they are playing characters meant for the progression, which can take the life out of them when they are playing characters not meant to have any development.
When people hear throwaways, they instantly notice the characters are temporary and that killing them doesn't hurt the player behind the throwaway because it is not a real character. In my eyes this also means that the one playing the throwaway has the same view and does not want to cause harm to other characters. This falls down on the CRP, which offers minimal development. Role play is two sided and when you remove one of those sides because they are progression characters, then you lose meaning to the role play.
I am going to be internally working with the Cultists to shift the narrative from this constant CRP seeing as the reception from it isn't proving positive.
That being said, for this thread, most comments have been repetitive and based on people defending themselves. I would like all future comments to be constructive for the idea of the Cultists in general. From the start of the progression until now, what worked, what didn't. I would encourage those playing Cultists right now to point out strengths and weaknesses in their experiences as Cultists prior to the throwaway allowance, and then currently. Like most things people see issue with, there can be a time for reflection and see what went well and what went wrong and use that to improve, rather than having two sides arguing over what they perceive to be the correct way of conducting things.
 
I just hosted an event where the cultists attacked. They were 100% supposed to win, why?

EVERYONE WAS DRUNK! How could we all fight organized as we did? Not only, but they ambushed us, yet we still beat them without a single casualty? I think we should use our /brains/ and think, these guys are supposed to drive a ton of fear in us, yet we only seem to win win win...
 
I wanna throw my opinion and say I'm enjoying these throwawaysites making some sort of RP for the cultists represented. There should however be a scope beyond just "ambush in armour to kill eternal unionist evil."

As for the Synod Slum incident it was my mistake in that regard in that I forgot how they worshipped properly.
 
-Remove Kill perms on Possessed so no need for throwaways since no risk

or

-we can keep it the same way
 
One strength I've found useful for the cultists is long reaching weapons and keeping all the cultists tightly packed together. I would agree, the cultists would be more like normal farmers with hardly any combat experience, so roleplaying them like tenpennies makes them stronger with the whole (strength in numbers) combat style.

What doesn't work is other players charging past all this without sacrifice or a lack of strategy.

@Wumpatron
 
-Remove Kill perms on Possessed so no need for throwaways since no risk

or

-we can keep it the same way
Well, we aren't argueing about the throwaways here. This is a discussion about perhaps advising players to let the cultists get away, or win here and there so that they are viewed more like an antagonist.
 
Keep in mind, these are problems I observed while fighting the cultists, not acting as them. I just thought to myself, just because they are throwaways doesn't mean they have to die all the time. Let them escape or win a bit.
 
The problem is that there's supposed to be a large amount of manpower, enough to sort-of "mob" people. Additionally, many of them have their arsenal from the days they still held the Bastion, so the cultist force should definitely be able to build up a few victories. People don't want to accept defeat even for the greater sake of a narrative, so we will not be feared. People always want to contact their friends on Skype to get them involved in hopes to outnumber us, so we will not be efficient. In every event I've participated in, there has been a "retreat" call when things get tough for the cultists. Issue is, just like that last event; we were surrounded on all sides by floods of names with no viable way to get out, and most people avoided reacting to hostages. People get irritated that we die in every event we participate in, yet they don't allow the cultists to retreat. Props to the hostage (you, actually), for handling the whole thing nicely. I just wish a larger amount of people would see that with a force like this, they choose how it's seen. Whether it's strong or weak, throwaway or more permanent, NPC or lifelike.

I'd make the following suggestions:

- For those who want to roleplay with the cultists to give them more leeway. Don't just surround and mob, or call on reinforcements to outnumber us. Otherwise we will die, and you will feel that we're weak or throwaways. We're a small number of people in comparison to everyone who isn't a cultist, and when the two sides gang up on one another, the battle becomes incredibly one-sided.
- Maybe try to be a bit less ruthless towards the peaceful ones. I've been playing a pacifist preacher for the event, and he has already had his brother of piety murdered before his eyes and himself was almost killed three times, in one day. If people want a less violent approach from the cultists, you have to be willing to permit that less violent approach. We've honestly gotten the feeling that the non-converted are actually evil, solely because of how quickly they resort to killing you when you're offering them alms.

The alternative is that things stay exactly as they are now, which isn't so bad. We're voluntarily playing cultists to give roleplay and to highlight an underplayed feature of the progression. If you want to kill us, that's fine, just know that we won't be what you want us to be if things stay as they are now. It doesn't really much matter to us, we're having fun as it is and can continue.
 
With the new combat system in place, I doubt this will be a problem anymore! My thanks is to @MonMarty and staff for solving this issue.
 
*draws circle with chalk*
*lines up red and purple candles on its rim and lights them*
*procures golden chalice, obsidian knife, and adult goat from robes*
*ritually slits goat's throat*
*leaves*
 
As an active member with the Dragon worshippers I said the same stuff. But NPC chars are much more expendable than real ones. Aside from that at every event the entire town attacks us before it can even play out.
 
This is incorrect, they have always been able to lie about it

I could argue an IC reason by saying most cultists are regularly people with no combat experience, but for the sake of story telling I will agree that it loses meaning when bodies are being thrown at you. Arguably this is from those portraying the cultists not knowing what they are able to do, seeing as they are playing characters meant for the progression, which can take the life out of them when they are playing characters not meant to have any development.
When people hear throwaways, they instantly notice the characters are temporary and that killing them doesn't hurt the player behind the throwaway because it is not a real character. In my eyes this also means that the one playing the throwaway has the same view and does not want to cause harm to other characters. This falls down on the CRP, which offers minimal development. Role play is two sided and when you remove one of those sides because they are progression characters, then you lose meaning to the role play.
I am going to be internally working with the Cultists to shift the narrative from this constant CRP seeing as the reception from it isn't proving positive.
That being said, for this thread, most comments have been repetitive and based on people defending themselves. I would like all future comments to be constructive for the idea of the Cultists in general. From the start of the progression until now, what worked, what didn't. I would encourage those playing Cultists right now to point out strengths and weaknesses in their experiences as Cultists prior to the throwaway allowance, and then currently. Like most things people see issue with, there can be a time for reflection and see what went well and what went wrong and use that to improve, rather than having two sides arguing over what they perceive to be the correct way of conducting things.
In reply to this I would really like a final event on the defensive. A more tactical solution rather than charging head on. A fortified building with cannons, supplies, explosives- something hard enough to breach so that CRP isn't the first most viable solution but is still a part of it. Also would be nice if members on the offensive took some heafty blows as well, makes the clinic building busy and gives some more story behind a character. And last but not least we never seem to have /enough/ cultists, the members of the Hightower alone would outnumber us, it might be nice to have some more volunteers.