Hallifax Morals

by Llesvelt

Back to Common Grounds.

Ileein2010-11-02 22:01:22
I do think it fits for Hallifax's mage guild to think its elemental lords suck and not want to listen to anything they say. Admittedly they do have less thematic awesome than the Sentinels or especially the Institute (the Conclave, anyone?), though as I recall the philosophical schools thing tried to rectify that, even if only a little.
Furien2010-11-02 22:14:18
QUOTE (Lilia @ Nov 2 2010, 02:59 PM) <{POST_SNAPBACK}>
I'm trying! You just can't force people to participate, as much as I wish I could.


I know! Might as well generate forum discussion for ideas. ninja.gif
Aicuthi2010-11-02 22:16:03
QUOTE (Eventru @ Nov 2 2010, 09:04 PM) <{POST_SNAPBACK}>
(let's just ignore the fact it will be, in a time of chaos and discord, Hallifax subjugating the culture they detest most in the Basin of Life and placing them directly under their control. Not to mention a pretty intense and powerful military move and scientific project that would lock down a Nexus of Power. And think of the power gains. Purely humanitarian? Pft. I doubt it.)

And the city's Epic Quest was designed long before the actual city. It was the basis that a lot of the culture in the city was built up from.



Oh, Spoileventru. laugh.gif

QUOTE (Furien @ Nov 2 2010, 10:48 PM) <{POST_SNAPBACK}>
Aeromancers are surprisingly one of the more stale Hallifaxian guilds.

All the other Mage guilds are built off their Elemental Lords in some way. Hallifax finds the notion silly and would rather replace them with machines. Not a lot of room for substance, there.



Agreed, it could work to their advantage though. I imagine the Air Lords and Hallifax have some sort of legal agreement going on. We'll protect you, but you need to do things for us or else we'll throw you to the wind(figuratively, of course).

Would've been an interesting concept if guardians 'contracted' with an Air Lord to get powers. It would be a partnership of mutual benefit. But I like our gems better.
Ushaara2010-11-02 22:29:56
QUOTE (Eventru @ Nov 2 2010, 08:04 PM) <{POST_SNAPBACK}>
It's very cold, very analytical, it's very machine. It's very Hallifax.


Agree.

I always saw the Collective as being a bit like HAL from 2001:Space Odyssey. Utterly convinced of its own correctness. Extremely cold logic. The 'mission' is all-important, even if it means sacrificing the crew etc. Though in Hallifax you would never have a "I'm afraid I can't do that, Dave. I can't allow you to jeopardize the mission" (or whatever that quote is) situation since the population is so indoctrinated to the city's belief systems by the propaganda and shiny exterior.

Loved the Sentinel Company/Ministry of Peace's "positive reinterpretation of negative news" aspect in the contract of service by the way. wub.gif.

And yes, the Institute definitely win on the most awesome tutor front.
Anisu2010-11-02 23:40:14
QUOTE (Furien @ Nov 2 2010, 10:48 PM) <{POST_SNAPBACK}>
Aeromancers are surprisingly one of the more stale Hallifaxian guilds.

All the other Mage guilds are built off their Elemental Lords in some way. Hallifax finds the notion silly and would rather replace them with machines. Not a lot of room for substance, there.

I do not see why the elemental lords having a purpose would make a guild stale or not stale. As it is the majority of the mage rp (not druids) are build around being scholarly, and later on people tried to attribute things to their elemental lords in an attempt to give the lords meaning, as opposed to the other way around you are suggesting. I guess Aeros are special because a large portion of the scholarly department is taken on by the researchers and people are going 'oh wait what is our function'?

Aeromancers have a very interresting niche however, researchers are obviously more interrested in the pure (theoratical) sciences. Aeromancers are more likely meaned to lean towards the portion of applied sciences like the engineering sciences as well as to social and behavioral sciences. Not forgetting of course the pre-science of philosophy.

It should also be noted that while the administration gives the frame work for guild RP, it are the players that have to develop it in to an atmosphere. Elostian/administration has given part of the frame work, he is also very willing to discuss things with guild members trying to work on providing that. However the guild hasn't shown much interrest in it. Partly due to lack of members wanting to get engaged with the guild beyond social networking and a collection of skills.

QUOTE (Lilia @ Nov 2 2010, 10:59 PM) <{POST_SNAPBACK}>
I'm trying! You just can't force people to participate, as much as I wish I could.


I like you and it is kind of sad that this is being replied to you, but it seems to me leadership in the aeros is not taking much initiative involving other members in building up guild identity. If you guys don't go around involving members in philosophical debate about god knows what or discusing aesthetics of something. Then why expect others to do it?
Sylandra2010-11-02 23:49:56
QUOTE
I'm trying! You just can't force people to participate, as much as I wish I could.

I'm trying too! Wrote a freaking propaganda ballet about air being the shiz and have like 4 philosophy scrolls out. Not to mention I try to milk out the schools of thought for all they're worth. >.< Frustration.
Ameryth2010-11-02 23:55:51
I feel kinda bad for leaving the Aero's now. But then, it's really hard to give up Healing. I love that skill so much!
Saran2010-11-03 01:44:50
QUOTE (Kaalak @ Nov 3 2010, 04:33 AM) <{POST_SNAPBACK}>
I've always disagreed with this stance for a few reasons. First if a player enjoys working with/playing with certain other players then the org's rp can take a back seat if they wish. After all, this is a business and whatever the player enjoys that keeps him or her coming back is paramount. Secondly, we all know an orgs rp can change over time. Supernal doctrines have changed in Celest, Glom has undergone quite a few changes, etc.. In addition guild/city leaders can/do change an org's rp. See Gaudiguch/Seren/etc. for example.


Were the changes major changes or reinterpretation? Yeah, Glom has gone from "We're tainted but we don't think so" through to the wyrd we have now, but that change was due to major difficulties with the given rp. I have a vague impression that some of what happening was due to players openly refusing to participate in the roleplay of Glomdoring.

Mentioning Serenwilde is actually not exactly supportive of the stance of letting people roleplay how they want as Serenwildes snuggly rep is an example of what happens when people ignore org rp.

QUOTE
If you are playing a long time character, the org rp you agreed with may not be the current rp. Since a long term character likely has a great deal of money and time invested into it, they should not be required to shift their beliefs/actions, to the new paradigm if they don't choose to.


This line is a little confusing, especially with things like Serenwilde where it was mainly the older players that were trying to remove the snuggler reputation and remind people that Serenwilde let the Celestians die in old Celest without any attempts to help them.

QUOTE
The isolated line I've bolded, suggests to me (and feel free to correct me Saran, I'm taking the comment to extreme to make a general point) that one would support a player controlled 'my way or the highway' approach to org rp. Fundamentally this would be unstable (see Gaudiguch currently), and those players who take it upon themselves to enforce rp shouldn't be surprised about blowback.


It's more of an open question. Each org is designed to provide a different culture, a different style of play. Hallifax is a place where if you can logically convince the leadership that the benefits of your experiment outweigh the costs then you could order the deaths of thousands of servants and no one would bat an eye unless they disagreed with your hypothesis. If you don't agree with that then why do you stay?

People may think that it is unfair that they are expected to uphold at the least the core rp of an organisation, but it is just as unfair should they try to change that rp to accommodate them. This thread is actually making me question Peace Article I.VI(no eating shards) again, I'm trying to remember if there was a logical basis for the law, without one it should probably be removed because it could be a precedent for a law based on emotional responses rather than having a logical purpose. It might have been a public image issue though.
Unknown2010-11-03 02:02:55
Hallifax = The Enclave. Yerp.
Elostian2010-11-03 09:55:34
QUOTE (Phoebus @ Nov 2 2010, 10:29 PM) <{POST_SNAPBACK}>
The Aeromancers just have some chick.

She's...

She's pretty cool.

It's really obvious they liked designing the aeonics stuff more than the aeromancy stuff. sad.gif


The 'problem' with the Aeromancers was that I was on a rediculous time-schedule. At one point, Est basically logged on and said 'ok, we're releasing the cities in a month!' which meant that suddenly I had to fix a guild from scratch, as well as a bunch of other things that needed doing. This meant that with the Aeromancers, I didn't have time to properly nurture and develop ideas as I did with the Sents and the Institute (the institute background especially was created over several months, as I was already working on those ideas when the Sents hadn't been released yet, as for a long time it wasn't clear which guild would be released first). Background basically starts with a 'hey, wouldn't it be cool if...' which is then expanded over several days/weeks. The conclave started out as a 'You know, it would be cool if we put some kind of large temporal vortex in the guildhall' and it sort of went from there.

Additionally, with the Aeromancers I decided to experiment with what would happen if I just handed the players a blank palette and some paint (only partially out of necessity). Sadly though (and predictably, I suppose) instead of the reaction being 'cool, what shall I paint?' the reaction was 'well... that's a very bland canvas...'. I hope that since then I have (at least in part) addressed the problem, adding several concepts that clearly separate the aeromancers not only from the other halli guilds, but also from the other mage guilds. I've been hesitant to simply splatter the lable 'Artists' on the Aeromancers and leave it at that, because that will likely create problems when the hallifax opera company starts being developed. If anyone in the guild has clear and good ideas on what to expand on I am more than willing to look into how that can be done however (though please keep in mind that I am -extremely- busy of late and still need to finish several tasks and projects for hallifax, so don't expect it to be done within a few weeks (or maybe a bit sooner if I can get my hands on an enthusiastic Eph).

In short, inspiration doesn't grow on trees. Or, I guess what I am saying is... it does. Confusing...
Lendren2010-11-03 13:35:47
QUOTE (Elostian @ Nov 3 2010, 05:55 AM) <{POST_SNAPBACK}>
In short, inspiration doesn't grow on trees. Or, I guess what I am saying is... it does. Confusing...

Come2Serenwilde then. smile.gif
Unknown2010-11-03 20:14:27
I always get little ideas for things to do with the Aeromancers, but I'm way too burnt out on class to actually do anything with them. Hopefully by the time mid/late December rolls around and I get my sweet, sweet winter break (or er, indefinite school break) I'll still remember some of the things I had in mind. blackeye.gif

EDIT: But in all honesty? Though sometimes I feel a little like we're underrepresented (besides the whole we frickin' float thing), I love the Aeromancers. I love that we have some choices with what to do. I feel like we could really do something awesome with this! It isn't happening right now, but I have hope that one day we'll all get inspired to really make something happen.
Unknown2010-11-04 16:52:49
This thread reminded me of this.
Prav2010-11-05 15:07:54
I always pictured the Aeromancers as having this isolated artistic integrity. A sort of Ayn Rand, The Fountainhead type feel.