Which guild's role do you appreciate the most?

by Unknown

Back to Common Grounds.

Unknown2005-01-20 01:57:53
QUOTE(Gwynn @ Jan 19 2005, 03:41 PM)
I voted for the Serenguard, because there is some very interesting inter-guild roleplay that occurs, and is being planned. I also LOVE the intrigue that goes on between the Moondancers and the Serenguard, they have this whole unspoken conflict that they constantly oppose each other, it keeps everyone on their toes.

People undervalue the role of all the Knight guilds, they provide just as interesting and enriching a role as the Guardians, or the Mages. What really gets my blood boiling is when people think that the only good roleplay comes from Guardians.
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Ummm... what unspoken conflict? I must be in the dark.
Unknown2005-01-20 02:25:01
QUOTE(Guido Flagg @ Jan 19 2005, 10:35 PM)
Rogues, of course!

Me, Erion, Visaeris, and for awhile Richter and the Evil Twins (Yuniko + Yukari). The list goes on. I've always found rogues to be the most interesting people, perhaps to balance out their complete lack of actual playability. Anyone who willingly takes up the most discouraged and disadvantaged role available, or is forced into it but sticks with it, deserves a big... emote. Like so:  biggrin.gif
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Yes, it seems like rogues have a very hard time in Lusternia when they want to play an active role and take the initiative not allying with any of the cities. I think that good and coherent roleplaying might be actually the reason for going rogue and having really hard time. Individualism is great but can get you in trouble IRL too.

QUOTE(daganev @ Jan 19 2005, 10:39 PM)
I voted for ur'guard as well... we do exactly what we are told to do and save for a short time in our history, have kept pretty close together.

QUOTE(Flow @ Jan 20 2005, 12:02 AM)
Ur'guard, for me. They seem pretty nifty overall, and have some real crackers.
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I agree, voted for Ur'guard too, but maybe warrior is the easiest archetype to roleplay properly. Blatant, aggressive brute spitting on the ground and calling everyone a weakling is one example. Cheerless and quiet knight raging only in battle - another one. Big and illiterate, but very charismatic (even when undead) bear following his commanders blindly... tongue.gif
At least it would be the easiest one for me I think. The purpose of warriors guilds is fighting for their city or 'conquering' new terrains - not too complicated (maybe I'm simplifying a bit, bit still...)
Unless you'd like to play some more unusual role, it would be more difficult but so much more interesting then.

QUOTE(daganev @ Jan 19 2005, 10:39 PM)
edit: I would have thought the nihilists would be the hardest guild to get into, then geomancers then ur'guard.
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Heh, exactly. huh.gif
Unknown2005-01-20 02:36:36
QUOTE(Anonymous @ Jan 20 2005, 01:57 AM)
Ummm... what unspoken conflict? I must be in the dark.
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laugh.gif I can just see it now, all the Serenguard thinking there's conflict between the two guilds, except no one's told the Moondancers.
Hazar2005-01-20 02:56:02
I voted Serenguard - they have great roleplay, a solid, active playerbase, and they really play to their role.

The set of pilgrimages and the like in the Paladins are -wonderful-, but they're not developed so much, and and it seems to me the vows are too short. Also, the guild has hardly any members.

I haven't experience the ur'Guard so much. Don't know what's going on there.
Silvanus2005-01-20 03:08:10
QUOTE
(Pebbles): Perin says, "As munsia calls it the Guild of Ze Moo Moo Torture."

Yeah.. Hartstone's are not good RPers.
Vesar2005-01-20 03:20:20
I'm actually voting for the Nihilists. Their role is the evil demon masters and most of them fit that perfectly.

And as for the aquamancers, we need help. What we lack is a direction or purpose. The guardians have their respective planes to defend, warriors support them...

About the only thing we do is protect the inner sea and we don't even to that well. Hrm.. point to ponder, I suppose.
Hazar2005-01-20 03:22:24
Random comment:

The Inner Sea is really cool. Especially the squid and seaweed.



cloud9.gif
Vesar2005-01-20 03:29:50
No doubt that it's cool, but it just seems there isn't much to do besides the turtle/seawolf war and the ship. Celestia/Nil have lots of conflict and I just don't see that in the sea.
Unknown2005-01-20 03:33:36
So stir something up. Go and...I dunno, make the sea flood a coastal village *shrug*
Hazar2005-01-20 03:33:39
Then focus on the turtle/seawolf war (or the ship, I suppose). Make an issue of it. Claim your turf. No effort, no reward.
Dritex2005-01-20 05:12:33
We do need to start getting more people doing more about the Inner Sea. I'm hoping on starting a push for that(if not started already), once I'm done with what i'm currently going at.
Nyla2005-01-20 05:20:19
QUOTE(Anonymous @ Jan 19 2005, 08:57 PM)
Ummm... what unspoken conflict? I must be in the dark.
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Some Moondancers feel as if the Serenguard are lacking spiritual wise. All brawn and no heart. I think the main conflicts arose when Nikua was marshall. There was much tension between the guilds at that time.
Daganev2005-01-20 06:11:20
Is it more difficult to RP the spiritualist who is out there in the world of the planes, or the down to earth person who is all "Every day" stuff?

I'm finding RPing my charachter to be more difficult than my philisophical ones. Its a bit harder for me to get into the idea that I like to smash things and drink liquor then it is to get into the histories and arching plots and stories of the world...
Yrael2005-01-20 09:36:18
QUOTE(Silvanus @ Jan 20 2005, 09:06 AM)
From what Nihilists tell me, a lot of people are not doing their jobs, and the Geomancers, well I'll just point to Yrael.
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Does that mean I'm doing my RP role, of being a Geomancer, or screwing it up?
Unknown2005-01-20 10:00:55
Rogues, definitely. When Ellara got kicked out of Magnagora about all I had to do was roleplaying. As a result, Ellara became more than just a one-dimensional lean mean cussing machine. She became more of a real person. While it was boring not being able to bash, it was quite interesting at points. Now that she's joined Celest and got the Fates to change her race to a Dracnari, her personality has shifted dramatically. All I can say is, being a rogue is good for roleplay. Thus, I vote for them.

My second choice would be the ur'Guard, for reasons already stated and a certain personal bias. cool.gif
Thorgal2005-01-20 10:04:33
My choice was easy, far as -active- RP goes (not helpfiles and posts):

Nihilists... they are sadistic to both foes and allies, zealous if it comes to their demon lords, they play internal intrigues, they don't make deals, they let their target THINK they made a deal, they're in the centre of every event and steer it to their liking.

While the ur'guard are an axe in the head, the nihilists are a dagger in the back.

The only guild-RP in Lusternia I've seen so far comes mostly from the Nihilists, followed by the Moondancers (by a few select people of that guild, while the rest kept on snuggling) and the ur'guard.
Unknown2005-01-20 10:05:01
QUOTE(Anonymous @ Jan 20 2005, 02:57 AM)
Ummm... what unspoken conflict? I must be in the dark.
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As nyla said, plus from the serenguard end, a lot of serenguard think the Moondancers are too obsessed with the Taint, when Mother is what is more important.
Ialie2005-01-20 10:07:18
QUOTE(Silvanus @ Jan 19 2005, 10:08 PM)
Yeah.. Hartstone's are not good RPers.
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THat really hurt.. are you honestly going to judge the entire guilds rp ability based on what is said on a novice channel?
ravin2005-01-20 10:11:26
yeah ialie plays a good faeling i believe, with the fluttering wings and the being timid part. Shes one of the better rpers around as well as daganev.
Thorgal2005-01-20 10:14:26
Well eh, individual roleplay is entirely different than organizational roleplay. I was under the impression we were talking about the latter.