Tom Cantine Posted July 14, 2025 Report Posted July 14, 2025 I have been into RPGs since the early 1980s, starting with Traveller. I very much enjoy playing a character in a fictional reality, and I've LONG wanted to have a good RP experience in MC, and VS seems to have a great deal more potential for that to be meaningful. That said, I've never been quite so enthusiastic about the RPG trope of the Quest or the Dungeon. Some of the most rewarding RP experiences I've had have been really quite mundane but powerfully immersive and real, like compelling personal dialogue against a backdrop of bringing in the harvest or cutting up vegetables with my in-game spouse. So the kind of RP I'd want in a VS server would emphasize the sorts of ongoing challenges humans have in growing and maintaining their communities. Raiding dungeons can be a part of that, but contrived quests don't really do much for me. I would also very much like there to be somewhat realistic communication constraints. Proximity chat, for example, rather than built-in shortwave radios in everyone's head. Something to make it more immersive.
Shotai Posted July 14, 2025 Author Report Posted July 14, 2025 2 hours ago, Tom Cantine said: I have been into RPGs since the early 1980s, starting with Traveller. I very much enjoy playing a character in a fictional reality, and I've LONG wanted to have a good RP experience in MC, and VS seems to have a great deal more potential for that to be meaningful. That said, I've never been quite so enthusiastic about the RPG trope of the Quest or the Dungeon. Some of the most rewarding RP experiences I've had have been really quite mundane but powerfully immersive and real, like compelling personal dialogue against a backdrop of bringing in the harvest or cutting up vegetables with my in-game spouse. So the kind of RP I'd want in a VS server would emphasize the sorts of ongoing challenges humans have in growing and maintaining their communities. Raiding dungeons can be a part of that, but contrived quests don't really do much for me. I would also very much like there to be somewhat realistic communication constraints. Proximity chat, for example, rather than built-in shortwave radios in everyone's head. Something to make it more immersive. You sound like the type that has played ARK Roleplaying servers. Have you triied them before? The proxy chat adds a lot to them game, especially for RP. It's such a damn shame that the ark community split so bad because of there being two versions. But yeah, if proxy chat is an option it would 100% be a part of this concept as it was originally intended. As for accomplishments like quests and goals, early game, I would associate the accomplishments being menial to start but more complex as you progress. But the goals are very much baked into your civilization type. Previously, I worked on underwater civilizations. Swarm civilizations that work like a hive mind of ants than people. Fantasy options that represent fire, others that are primitive and beastial. The thing is that all of these civilizations will likely never have the same goal. So in all honesty, the goal that you want to achieve starts with you and the DM is responsible with facilitating this in a manner that is enjoyable but also eventually challenging.
Tom Cantine Posted July 14, 2025 Report Posted July 14, 2025 1 hour ago, Shotai said: You sound like the type that has played ARK Roleplaying servers. Have you triied them before? The proxy chat adds a lot to them game, especially for RP. It's such a damn shame that the ark community split so bad because of there being two versions. But yeah, if proxy chat is an option it would 100% be a part of this concept as it was originally intended. As for accomplishments like quests and goals, early game, I would associate the accomplishments being menial to start but more complex as you progress. But the goals are very much baked into your civilization type. Previously, I worked on underwater civilizations. Swarm civilizations that work like a hive mind of ants than people. Fantasy options that represent fire, others that are primitive and beastial. The thing is that all of these civilizations will likely never have the same goal. So in all honesty, the goal that you want to achieve starts with you and the DM is responsible with facilitating this in a manner that is enjoyable but also eventually challenging. I have not, but I was in a MUD for quite some time. Entirely text-based, but surprisingly immersive. I'd love to play a role like, say, the village blacksmith, or a potter, or farmer. One of the nice things about VS is that it does, to some extent, reward specializing and the classes enhance that a bit. And that's something I'd like to see in an RP server, further reinforcement for the division of labour and cooperative play. I like TOPS, but still SO many people have their own windmills and smelters and all that. (And of course TOPS is 100% conscious of this being a server and not some strange world we've awakened in as seraphs with no memory of whatever personal history we may have had before...) 1
Shotai Posted July 14, 2025 Author Report Posted July 14, 2025 13 minutes ago, Tom Cantine said: I have not, but I was in a MUD for quite some time. Entirely text-based, but surprisingly immersive. I'd love to play a role like, say, the village blacksmith, or a potter, or farmer. One of the nice things about VS is that it does, to some extent, reward specializing and the classes enhance that a bit. And that's something I'd like to see in an RP server, further reinforcement for the division of labour and cooperative play. I like TOPS, but still SO many people have their own windmills and smelters and all that. (And of course TOPS is 100% conscious of this being a server and not some strange world we've awakened in as seraphs with no memory of whatever personal history we may have had before...) Huh, MUD describes my vision pretty well. But I never came across it until now, thanks for that. I have mixed feelings about intensive segregation of labor, as there is a certain threshold of player count in which that community will die if it is not met on a daily basis. This makes it very demanding of players and administators that often need to fill 'key' roles that aren't online at the time. This is often an issue for RP servers that simulate society through limitations of labor services (X player cannot craft Y thing), many servers fail because their player count fall below 30 players with a system that requires teamwork. Then 20, then 10, then you have a server in which you can't smith or do anything but your class limitations without the assistance of others. But nobody is there to help. Or you happen to be online at a certain time and you need X tool but Y person isn't online to fulfill your needs. Usually, the way to get around this issue is to have 'seasons' which RP communities use to essentially have a quick reset. If a server can regularly pull in 30+ members daily though, I agree that what you're describing is a lot of fun if you're looking to participate with a community.
Tom Cantine Posted July 15, 2025 Report Posted July 15, 2025 2 hours ago, Shotai said: Huh, MUD describes my vision pretty well. But I never came across it until now, thanks for that. I have mixed feelings about intensive segregation of labor, as there is a certain threshold of player count in which that community will die if it is not met on a daily basis. This makes it very demanding of players and administators that often need to fill 'key' roles that aren't online at the time. This is often an issue for RP servers that simulate society through limitations of labor services (X player cannot craft Y thing), many servers fail because their player count fall below 30 players with a system that requires teamwork. Then 20, then 10, then you have a server in which you can't smith or do anything but your class limitations without the assistance of others. But nobody is there to help. Or you happen to be online at a certain time and you need X tool but Y person isn't online to fulfill your needs. Usually, the way to get around this issue is to have 'seasons' which RP communities use to essentially have a quick reset. If a server can regularly pull in 30+ members daily though, I agree that what you're describing is a lot of fun if you're looking to participate with a community. Yes, this is certainly a problem, and it was definitely a problem on the MUD I played on (and was a builder there for a while). But it was exacerbated by the fact that the server ran 24 hours a day, and many players lived in different time zones and had different schedules. The Auction House ameliorates that a bit, but its distributed nature doesn't encourage running a SHOP where people can come to buy YOUR goods in particular when you're not logged in. I do like, however, that it includes transport costs and delays, which provides a modest advantage to centralized towns, but again, only when all the parties to the transaction or work are online together.
Shotai Posted July 15, 2025 Author Report Posted July 15, 2025 1 hour ago, Tom Cantine said: Yes, this is certainly a problem, and it was definitely a problem on the MUD I played on (and was a builder there for a while). But it was exacerbated by the fact that the server ran 24 hours a day, and many players lived in different time zones and had different schedules. The Auction House ameliorates that a bit, but its distributed nature doesn't encourage running a SHOP where people can come to buy YOUR goods in particular when you're not logged in. I do like, however, that it includes transport costs and delays, which provides a modest advantage to centralized towns, but again, only when all the parties to the transaction or work are online together. Shops are always a fun part of RP servers. Not just convenient but you get to build a relationship with the people that you do business with. Sometimes though, it can also result in 'monopoly' situations where shop owners refuse to work with certain groups. Or 'tavern RP servers' which, granted, is perfectly fine. Just I find strictly tavern RP to be kind of a bit too mundane for me. I do think that not running 24/7 has a lot of advantages that non 24/7 servers do not have. Especially in the event setting.
CastIronFabric Posted July 17, 2025 Report Posted July 17, 2025 (edited) I had to look up some of these terms to understand what is being asked here. Am I correct overall in saying its what us old people used to call 'A role playing server' So Neverwinter Nights 2 for example. Some people would have servers where you slash and go, other people would have servers in which most of the time you speak in game its in the context of the world and your character. As far as RTS is concerned Darkfall Online was a mixture of RTS with RPG and it was brilliant while it lasted. Edited July 17, 2025 by CastIronFabric
LadyWYT Posted July 17, 2025 Report Posted July 17, 2025 On 7/14/2025 at 9:23 PM, Shotai said: Not just convenient but you get to build a relationship with the people that you do business with. Sometimes though, it can also result in 'monopoly' situations where shop owners refuse to work with certain groups. If they're refusing business to certain clientele due to past bad behavior or something, that's one thing. But if they're refusing business and strongarming patrons in order to monopolize the industry for their own gain? Well...sounds like the royal tax collector or the grand vizier or whoever's in charge might be very interested in paying them a visit. Obviously if someone's willing to play dirty like that, the business is probably cooking the books somehow to cheat the local authorities too. Or if the books are clean, I doubt the king's going to appreciate having a monopoly that he didn't sanction running off other merchants and shrinking the incoming tax revenue as a result. The immersive excuses for needing to use the admin stick, in other words. On 7/14/2025 at 9:23 PM, Shotai said: Or 'tavern RP servers' which, granted, is perfectly fine. Just I find strictly tavern RP to be kind of a bit too mundane for me. I think a lot of "tavern RP" happens on RP servers, just because that's the easiest place for walk-up RP to happen. And of course some players prefer "slice-of-life" RP, but I think otherwise the other reason it tends to be popular is that it doesn't have high stakes and doesn't require a lot of commitment. Your character can go to the bar, have some fun, and it doesn't matter if they never see those other faces again. Likewise, they're not in danger of getting mauled by monsters or triggering a trap in an ancient dungeon, or some other peril--the worst they'll really have to deal with is a rude patron or two, and a potential hangover the next day. On 7/14/2025 at 9:23 PM, Shotai said: I do think that not running 24/7 has a lot of advantages that non 24/7 servers do not have. Especially in the event setting. I'm inclined to agree on this point. If the server doesn't run 24/7, it's easier to keep the RP threads condensed into one overarching story, much like a TTRPG campaign.
Shotai Posted July 17, 2025 Author Report Posted July 17, 2025 2 hours ago, LadyWYT said: I think a lot of "tavern RP" happens on RP servers, just because that's the easiest place for walk-up RP to happen. And of course some players prefer "slice-of-life" RP, but I think otherwise the other reason it tends to be popular is that it doesn't have high stakes and doesn't require a lot of commitment. The population of people associated with Tavern RP servers tend to be pacifists that want to socialize, and are very much against conflict RP. Conflict RP can be very polarizing for that reason. It splits people who want conflict from the server and people who want, like you said, a slice of life rather than a mixed genre.
Shotai Posted July 17, 2025 Author Report Posted July 17, 2025 3 hours ago, CastIronFabric said: I had to look up some of these terms to understand what is being asked here. Am I correct overall in saying its what us old people used to call 'A role playing server' So Neverwinter Nights 2 for example. Some people would have servers where you slash and go, other people would have servers in which most of the time you speak in game its in the context of the world and your character. As far as RTS is concerned Darkfall Online was a mixture of RTS with RPG and it was brilliant while it lasted. For example, in GTARP; you can play a drug slinger that's avoiding the police by roleplaying in voice chat as though you are your character.
Aridhol Posted July 17, 2025 Report Posted July 17, 2025 I like trying new things so I would at least give it a shot
LadyWYT Posted July 17, 2025 Report Posted July 17, 2025 1 hour ago, Shotai said: The population of people associated with Tavern RP servers tend to be pacifists that want to socialize, and are very much against conflict RP. Conflict RP can be very polarizing for that reason. It splits people who want conflict from the server and people who want, like you said, a slice of life rather than a mixed genre. Hmmm...in that case, what about organizing events like harvesting the crops, or crafting medical supplies, or cooking the community meals, etc? After all, while the scouts are out exploring the wilderness and the warriors are dealing with threats, someone's got to be at home keeping them supplied and patching them back up if they return injured. That gives the more passive players a way to be involved with the storyline in a way they'll enjoy, without needing to risk their characters. Plus it lets the more aggressive players focus more on the combat and risk-taking, instead of needing to do chores they may find dull. Just a suggestion, I dunno how feasible it is for what you have going.
CastIronFabric Posted July 17, 2025 Report Posted July 17, 2025 1 hour ago, Shotai said: For example, in GTARP; you can play a drug slinger that's avoiding the police by roleplaying in voice chat as though you are your character. right, so like I said in the old days that is what we would refer to as RolePlaying Server. In Neverwiner Nights we would tag a server as 'RP server' and everyone knew that people there will be in voice chat in character. anyway thanks for the info 1
Shotai Posted July 17, 2025 Author Report Posted July 17, 2025 2 hours ago, LadyWYT said: Hmmm...in that case, what about organizing events like harvesting the crops, or crafting medical supplies, or cooking the community meals, etc? After all, while the scouts are out exploring the wilderness and the warriors are dealing with threats, someone's got to be at home keeping them supplied and patching them back up if they return injured. That gives the more passive players a way to be involved with the storyline in a way they'll enjoy, without needing to risk their characters. Plus it lets the more aggressive players focus more on the combat and risk-taking, instead of needing to do chores they may find dull. Just a suggestion, I dunno how feasible it is for what you have going. I will definitely be involving conflict RP, since it's a competitive environment. Just giving a bit of information in regards to the whole Tavern RP thing. I think that VS has some mechanics that allow me to add new elements like your suggestion has provided in exchange for other plans I had for Hytale which will more than likely be abandoned. However, some elements of VS are definitely being ripped out in favor of the metagame (Strategies and approaches that go beyond how the original game is meant to be played, not metagaming which is different). Instead of resource gathering, you start with X amount of supplies. Use the supplies until you run out or stockpile them, ending turn 1. Turn 2, you've hopefully built lumber camps and stone quarries that then produce X amount of resources per turn. Instead of actually working the jobs, you are planning and strategizing your economy. Turn 3, your economy is picking up. The DM might throw equal threats at your civilization depending on circumstances, requiring you to invest resources unexpectedly for guard/watch towers, a wall or a standing army. A 'turn' passing occurs when there are no more things to pursue or when X amount of time has elapsed (a small amount of time, like 1-4 hours). This crosses the line between real time and turn based strategy. I suspect that because of the crafting system in the game, people can either buy raw materials for cheaper and create their own tools or purchase them directly from the market or from other player factions depending on diplomacy. While earlier I said that there were no 'cards' because it isn't a card game, there are however 'cards' that fit onto the technology tree to let people diversify who they are as a civilization. Culture cards, defensive cards, offensive cards, government cards, religious cards, etc. You can see why one comparison between each already established thing can be kind of difficult, because I've taken what I like about a lot of things and just smashed them together.
Shotai Posted July 22, 2025 Author Report Posted July 22, 2025 It seems like 6/10 people would be willing to give a game like this a try. I'll do my best to convert what I have onto Vintage Story, thanks for participating in the polls everyone! And thanks again for people who have participated in the conversation.
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