Re: Maining a Necromancer 06/07/2016 11:00 AM CDT


> Would really anyone who actually lived in this would go against that?

Really stupid question, but if a necro doesn't have SRE then is it possible for them to walk the starry road? If not, maybe revealing that the "gods" everyone worships may not have the power they claim to have to gain that devotion would be a good RP avenue to fixing some of this. How the masses react is up to them, but it could remove some of the official penalties.
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Re: Maining a Necromancer 06/07/2016 11:21 AM CDT

>if a necro doesn't have SRE then is it possible for them to walk the starry road?

Mechanically, no. The changes to death eliminated the possibility of permanent death for Player Characters uh..a few years ago now. (I don't remember when the change went in exactly without searching for it.)

To say that no one walks the Starry Road anymore would be a fallacy though. One example, the thugs in Throne City still walk (if anyone still actually "hunts" those). -I could be wrong- but to my mind, it would be incorrect to say the Gods don't have the power they say claim, but rather there is an interference from "other entities" that allows a Necromancer to avoid the Starry Road.
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Re: Maining a Necromancer 06/07/2016 11:39 AM CDT

> but rather there is an interference from "other entities" that allows a Necromancer to avoid the Starry Road.

Sometimes it makes me really sad when other necromancers miss out on this point.
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Re: Maining a Necromancer 06/07/2016 11:46 AM CDT
What, you expect people to read the text or something?

I actually wish it was more ambiguous, given the Philosopher party line. You can kinda handwave it by saying you don't remember clearly, I guess, but then other NPCs have plenty to say about it.



Thayet
@thayelf // http://thayette.tumblr.com

"But you must know that if corruption is powerful enough, it's not corruption at all — it's law. Unspoken, unwritten, but law." — Robert Jackson Bennett, City of Stairs
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Re: Maining a Necromancer 06/07/2016 12:06 PM CDT


> What, you expect people to read the text or something?

I'm not sure if this was reference to what I said or one of the replies, but go up a few posts where I made a comment about playing a lowbie necro years ago and being interested in picking back up the guild again. Publicly available information on elanthipeida (see here: https://elanthipedia.play.net/mediawiki/index.php/Necromancer#Demonic_Necromancy ), including spell descriptions, implies that necromancy is not inherently demonic. If that's wrong or there's additional information behind it (assuming it's not meant to be discovered in game later) then I'm interested in reading it now.
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Re: Maining a Necromancer 06/07/2016 12:09 PM CDT
>>Really stupid question, but if a necro doesn't have SRE then is it possible for them to walk the starry road?

When you depart without using SRE, you're "blocked" from walking by the multi clawed beast from beyond the stars. I 100% forget what the normal favorless depart message is and if it differs from what Necros get (I'm assuming that not everyone gets the mutli-clawed beast from beyond the stars?)

The major issue I actually have with CRE is that the depart messaging is actually the same even when it triggers. I wish there WAS some visible (or more present) extra-planar activity that indicates what happened (which is a separate issue).



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Maining a Necromancer 06/07/2016 12:15 PM CDT
>>implies that necromancy is not inherently demonic

With the exception of CRE (and even that I find questionable because reasons but whatevere), this is correct.

AFAIK, it's also correct that there's no explicit "definition" of what makes an extra-planar entity a demon, except in some rough [bias-driven] conceptual sense. IE: "If it's really strong but not an Immortal it's a demon."

Is there an explicit difference between Chadatru, Pelag ai Aldam, and Maelshyve? Demons are essentially defined as entities that corrupt the way the plane of probability should work. But who says that favors granted via Immortals should be how the plane of probability works? Who says that the Immortals aren't extra-planar beings corrupting the "true" state of the plane of probability, except we view it as a net positive and we're all so used to it by now that we can't remember a time without them?

FUN TIMES.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Maining a Necromancer 06/07/2016 01:54 PM CDT
>I have been considering this for a while myself. I understand why necromancers are on the outside of society and why they are not generally accepted. I am not sure why there can not be a group that does accept them though. I know there is the fear of the Hounds or the inquisition or just the general peoples views of them.

While there may be a non-Necromancer character here or there that accepts being around some of them in spite of what they are once they're made aware of it, I can't see it being logical that entire groups of such people would exist. Necromancy is anathema to most sane, non-necro people, which is as it should be.
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Re: Maining a Necromancer 06/07/2016 02:19 PM CDT


Magic is an anathema to barbarians, but barbarians aren't expected to go around killing all of the mages (since 3.0).

Causing pain is an anathema to Empaths, but empaths don't refuse to heal people who practice combat (see also manipulation).

Shifting is an anathema to normal citizens outside of Ilithi, but Empaths who shift aren't burned at the stake and habitually reviled.

Criminals are an anathema to every society, but people on the warrant boards aren't hunted down by PCs (Interesting idea for Paladins, but not the case).

There is something to say about a certain necromancer who decided to lay waste to an entire country, but I think the time has passed for putting the actions of one on the feet of many. Take Moon Mages and Empaths for example. Both have had some rather disturbing guild members in the past, and people move on. They're even widely accepted now, even if certain guilds (Barbarians) hate what they're doing. It would be an interesting story point to start living in that transition phase for necromancers. Let clerics continue to hate the necromancer, and let there be some casual RP here and there; however, there are so many easy outs here that can increase playability without requiring years of GM coding/event planning to make it happen.

1. Let the government decide that the indiscriminate mobs have finally lost their rule. Have them officially deny the necromancer guild exists and unnoficially ignore it so long as the members don't actually break the law. Make Theren a special case, and leave the justice zone intact there. For reasons.

2. Let the governments decide that they can't stop necromancy. Let them issue a proclaimation that the guild will be tolerated so that the new magical users can be watched. Make a not so subtle reference to swift and quick justice should they get out of line. Add an RP story of infultration or corruption, but let it happen even if people are wary about it.

3. Let the guild openly challenge the immortals. Prove that they are above/equal to them (or have immortal support), and force them to comply or go to war.

4. Let a few "good" necros (rumors about being saved from a brigand by a zombie) turn the tide of general perception. They become tolerated and eventually accepted.

The players can still choose not to be necro friendly, but that's an RP choice. It's no longer forced by mechanics. Necros are no longer barred from events. I'm not saying that all flavor go out the door. For fun, you could even have a necro that entered the temple or the cleric's guild meet an unfortionate and quiet demise or barred altogether to show their distate. I'm just saying that it should encourage group play. Not discourage it, and this isn't a game where you can decide to roll up a max-level necro in a week just to wreck havoc before going back to your main. It shouldn't treat classes as if they're throw aways for a quick lark in an MMO.
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Re: Maining a Necromancer 06/07/2016 02:38 PM CDT
I don't think you're fully comprehending the depth and difference of Necromancers vs 'things society/other guilds don't approve of'. Barbs know magic exists, and even know how to interact with it. They know others use Magic, and others using Magic doesn't in any way shape or form negatively impact the Barbarian.

Necromancers are, by all accounts, effectively walking around trying to unmake the world the rest of Elanthians live in. A pyromaniac is destructive, and probably brushing up against the law constantly, but to use a somewhat awkward analogy, imagine, if you will, a pyromaniac is setting fires in the forest of California, and suddenly a little green alien beams down and says 'Yo, you mind if I plant this black hole bomb here? It'll all be over in a minute, so, you know, as you were."

Necromancers aren't 'people who buck the trends of society', they're little green aliens who are actively in the process of unraveling it all.

The wiggle room comes into play when the reality of it is that not every Necromancer has their finger on the button, and instead may be trying to acquire one of a dozen necessary components, and say, that component also requires the stopping of an evil tyrant from rising to power. Unfortunately, I think, many Necromancers have RP'd having the whole bomb ready to go, and many non-Necromancers RP either not caring, or thinking that every Necromancer has the whole bomb ready to go. And yes, the analogy is rough.
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Re: Maining a Necromancer 06/07/2016 03:33 PM CDT
The problem with all that as the sole justification of the present situation is that necromancers are far from the only ones wielding the power to cause tiny apocalypses or linked to small scale genocides. They aren't even the only ones casually using necromancy or butting heads with the temple. Philosophers also explicitly condemn that behavior. At that point, at least part of it is a PR thing. It is not utterly inconceivable that something within the fiction could change a little.



Thayet
@thayelf // http://thayette.tumblr.com

"But you must know that if corruption is powerful enough, it's not corruption at all — it's law. Unspoken, unwritten, but law." — Robert Jackson Bennett, City of Stairs
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Re: Maining a Necromancer 06/07/2016 04:15 PM CDT


>The problem with all that as the sole justification of the present situation is that necromancers are far from the only ones wielding the power to cause tiny apocalypses or linked to small scale genocides.

And this is a point my Necromancer has made in RP arguments in the past.

To anyone who has read the Hyperion Cantos (you should), the use of the fatline and the Hawking Drive are perhaps good concepts to keep in mind.
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Re: Maining a Necromancer 06/07/2016 05:03 PM CDT
>>Necromancers are, by all accounts, effectively walking around trying to unmake the world the rest of Elanthians live in.

Let's not forget that GMs are the ones who wrote up this view and could easily unwrite it if they feel like it (I don't believe GMs will unwrite it).

As Thayet implied (I think), GMs could easily eventually go "Yes, Necromancers are evil, but Philosophers aren't those kinds of Necromancers, because due to deus ex Immortals-said-so, bad-Necromancy now has to deal explicitly with demonic influence in magic. Sorcery might be spooky/scary but a Philosopher being caught casting REI is no better or worse than a Moon Mage being caught casting TV."

Once again, I don't expect that at all, but I also think that we should ignore that just like the way Barbarians are now going to view magic (Knowing and using arcana is okay and not mechanically punishing as long as you're okay with Agonar giving you a stink eye when you ask him about magic which you never really do anyway), other things can shift for the sanity of gameplay as well.

(Once again, I don't expect this to happen, I'm just saying that from a player perspective I think it's okay to acknowledge this as a potential route, no matter how unlikely, and that "but the lore" isn't a good counterpoint to that stance, because the lore is fluid and not a legally binding document.)



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Maining a Necromancer 06/07/2016 05:07 PM CDT
If we had to choose between making it more acceptable to enter town and use public services or having other avenues to more completely avoid any in-justice interactions, my vote would be squarely in favor of never entering town while visible ever again.

My only true complaint in this topic is that there are some unavoidable public services (repairs, crafting mats, etc) that can only be acquired in justice areas (as far as I'm aware). I think having tools to avoid such things completely should be the highest priority for necro-dev. Whether that comes in the form of Risen or in the form of The Credit Union of the Knife is irrelevant to me.

[Yes, I'm aware we could learn enough forging to repair our own armor and weapons, but even that would eventually require repairs to THOSE tools and replenishment of oils, etc]
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Re: Maining a Necromancer 06/07/2016 05:12 PM CDT
>>The problem with all that as the sole justification of the present situation is that necromancers are far from the only ones wielding the power to cause tiny apocalypses or linked to small scale genocides. They aren't even the only ones casually using necromancy or butting heads with the temple. Philosophers also explicitly condemn that behavior. At that point, at least part of it is a PR thing. It is not utterly inconceivable that something within the fiction could change a little.<<

I think the best solution would be to hold an event that lets the Philosophers step up and distinguish themselves from the Perverse in the eyes of the public.

Maybe a mini-Lyras arises and the Philosophers step up and put it down, causing the public perception of Necromancers to shift and allowing acknowledgement of a Necromancer Guild as an organization that is distrusted but not outright illegal, followed by an overreaction by the Hounds that causes the provincial governments to step up and say "Enough already."



Mazrian
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Re: Maining a Necromancer 06/07/2016 05:14 PM CDT
>>Re: Above

Like...all that could be done without even retconning any of the lore.

Mazrian
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Re: Maining a Necromancer 06/07/2016 05:38 PM CDT
>(Once again, I don't expect this to happen, I'm just saying that from a player perspective I think it's okay to acknowledge this as a potential route, no matter how unlikely, and that "but the lore" isn't a good counterpoint to that stance, because the lore is fluid and not a legally binding document.)

Sure, and like I said earlier, if the curtain is drawn back and it turns out 'haha, Necromancers were sort of right all along!' that would be an incredibly interesting twist. And indeed, even if it turns out that Necromancers weren't as evil as claimed, that would be an incredibly interesting twist.

>I think the best solution would be to hold an event that lets the Philosophers step up and distinguish themselves from the Perverse in the eyes of the public. Maybe a mini-Lyras arises and the Philosophers step up and put it down, causing the public perception of Necromancers to shift and allowing acknowledgement of a Necromancer Guild as an organization that is distrusted but not outright illegal, followed by an overreaction by the Hounds that causes the provincial governments to step up and say "Enough already."

I think that's a fantastic idea, and would be super cool, but, and I don't mean this as a disagreement, wasn't that approximately what happened when the Philosophers did Alchemy/Something to Lyras and everyone including you murderized her for good?

>My only true complaint in this topic is that there are some unavoidable public services (repairs, crafting mats, etc) that can only be acquired in justice areas (as far as I'm aware).

Right, but, again, barring a full SO spiral, public services are still available to Necromancers. I think some of you guys are treating JUSTICE zones as if the floor had lava, when it's a bit better to treat it as standing downwind a camp fire. Yeah, you should probably move, but you don't need to run screaming to get out.
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Re: Maining a Necromancer 06/07/2016 05:40 PM CDT
>>Right, but, again, barring a full SO spiral, public services are still available to Necromancers. I think some of you guys are treating JUSTICE zones as if the floor had lava, when it's a bit better to treat it as standing downwind a camp fire. Yeah, you should probably move, but you don't need to run screaming to get out.

TBH this thread seemed less about "I can't go to the bank" and more "every event that happens in the game is essentially do not participate unless I'm cool with being burnt at the stake, which is a bit of a downer"



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Maining a Necromancer 06/07/2016 06:02 PM CDT


>>I think the best solution would be to hold an event that lets the Philosophers step up and distinguish themselves from the Perverse in the eyes of the public.

My characters have no possible way of distinguishing between a friendly (lol) neighborhood "Philosopher" and a heart-eating, skull-licking, turning his own grandpa into a Risen "Perverse" Necromancer, or anything in the middle. Most of my characters (the main in particular) survived the Lyras war, worked with the Inquisition, and would never accept any sort of pro-Necromancer movement. I think trying to paint any segment of that guild as any kind of good guy is ridiculous. I get that the endgame is boring. All of the endgames are boring. That's why all the top level characters either quit, PVP all the time, or retire quietly to headsplitters. Once you hit a certain point in this game, all you do is hunt, craft, complain on twitter about people, or some combination thereof. I really don't think trying to retcon this supposedly hardmode, not for the faint of heart, serious players only, evil guild into something watered down and palatable to goofy order events is the answer.
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Re: Maining a Necromancer 06/07/2016 06:07 PM CDT


>TBH this thread seemed less about "I can't go to the bank" and more "every event that happens in the game is essentially do not participate unless I'm cool with being burnt at the stake, which is a bit of a downer"

Right, agreed. I was responding to a shifted goal post.

>Once you hit a certain point in this game, all you do is hunt, craft, complain on twitter about people, or some combination thereof. I really don't think trying to retcon this supposedly hardmode, not for the faint of heart, serious players only, evil guild into something watered down and palatable to goofy order events is the answer.


I'd like to see that fixed or tweaked. Wouldn't you?
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Re: Maining a Necromancer 06/07/2016 06:16 PM CDT


>>I'd like to see that fixed or tweaked. Wouldn't you?

I would've preferred the dev time never be wasted on this guild and have been put to better use, but the lore shouldnt be retconned nor should a feel good event occur to all of a sudden make necromancy socially acceptable lore-wise. Its preposterous.
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Re: Maining a Necromancer 06/07/2016 06:16 PM CDT
And it is sooo easy too distinguish between world shattering moon mages and nice normal ones too?

If the necromancer isnt attacking towns.. and just doing his thing.. there should be little to no justification for harassing them any more than you harass a moonie. Not saying dont watch them in case they do cause trouble... but otherwise.. who cares. I would be far more worried about the guy ripping holes in reality.

We should just have some npc necromancer ascend.. and be like all of you need to back off or one day when they ascend you might find yourself smited by the newly made god you pissed off ages ago. And be like oooh shocker what do you think your gods are? Lawl spoilers!!!!
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Re: Maining a Necromancer 06/07/2016 06:17 PM CDT
> I get that the endgame is boring.

It's the mid game that is boring! After the initial novelty wears necromancers are kind of boring for everyone. Hence all the apathy about them. It's not great for either side.


Re: Life mana Spell preps

You raise your hands in the air. You wave them like you just don't care. Somebody says, "Hey!" Somebody says, "Ho!" Somebody screams.
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Re: Maining a Necromancer 06/07/2016 06:18 PM CDT


>>If the necromancer isnt attacking towns.. and just doing his thing.. there should be little to no justification for harassing them any more than you harass a moonie. Not saying dont watch them in case they do cause trouble... but otherwise.. who cares. I would be far more worried about the guy ripping holes in reality.

Except for the part about it being a necromancer and thus should be killed and not allowed to live. Little to no justification for harassing them? jeez, this isnt huffpost, its DR, and it has nothing to do with harassment and everything to do with Necromancy is not acceptable socially to the masses, period.
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Re: Maining a Necromancer 06/07/2016 06:23 PM CDT
I still call bs on that. My original characters were around for the sorrow war. Marstan was a friend. He was also a necromancer. He was a better person than 90% of the heroes in this game. Would take him over all of them and that established my views on necromancers. Frankly the lore as it is was ridiculously harsh to begin with based upon the pre-existing lore. Necromancers are scary sure. But there have been plenty of other guilds that have done as bad or worse.

And again.. unless the necromancer is blatantly raising the dead infront of you.. you wouldnt ever know. Without stupid ooc mechanics. Even casting spells is ridiculously ooc in terms of 'knowing' what is being cast is necromatic.
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Re: Maining a Necromancer 06/07/2016 06:28 PM CDT
>>I think that's a fantastic idea, and would be super cool, but, and I don't mean this as a disagreement, wasn't that approximately what happened when the Philosophers did Alchemy/Something to Lyras and everyone including you murderized her for good?<<

Not really. It could have gone that way, but the necromancer's involvement stayed relatively secret and instead of coming out they stayed hidden.

>>My characters have no possible way of distinguishing between a friendly (lol) neighborhood "Philosopher" and a heart-eating, skull-licking, turning his own grandpa into a Risen "Perverse" Necromancer, or anything in the middle. Most of my characters (the main in particular) survived the Lyras war, worked with the Inquisition, and would never accept any sort of pro-Necromancer movement.<<

And that's ok! It would just, ironically, put you on the wrong side of a society that recognized a difference. My character would have a hard time with it, too.



Mazrian
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Re: Maining a Necromancer 06/07/2016 06:31 PM CDT

>>the lore shouldnt be retconned nor should a feel good event occur to all of a sudden make necromancy socially acceptable lore-wise. Its preposterous

This.

>>And it is sooo easy too distinguish between world shattering moon mages and nice normal ones too?

Nope. My main, frankly, isn't crazy about most mages. Never has been. Moon mages play with incredibly dangerous and stupid things, but they weren't the ones raising corpses, marching them down main street, and killing off 2/3 of the known world's population within the last couple of decades.

>>If the necromancer isnt attacking towns.. and just doing his thing.. there should be little to no justification for harassing them any more than you harass a moonie.

I don't send my characters off looking for necromancers, nor do I run around "harassing" the ones I know about.

>>It's the mid game that is boring!

Heh, I'm sorry you feel that way. The mid game is the most fun I have on any of my characters, including my Necromancer. She's actually a lot of fun to play and way more friendly and social than my main, when she's not making zombies somewhere quiet.
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Re: Maining a Necromancer 06/07/2016 07:19 PM CDT
>>
>>I think that's a fantastic idea, and would be super cool, but, and I don't mean this as a disagreement, wasn't that approximately what happened when the Philosophers did Alchemy/Something to Lyras and everyone including you murderized her for good?<<

Not really. It could have gone that way, but the necromancer's involvement stayed relatively secret and instead of coming out they stayed hidden.
<<

It is what happened and if you want to find out more, there's a few of us that know quite a bit about it. The Temple knew about the Necromancer alchemy and even were supposed to have received a sample of the alchemical potion. Gridaksma was working with the necromancers and Ilithi's Court who was working with the Temple and Inquisition. None of that is particularly secret since it was mentioned when he was named to the court. I'm not opposed to waking him up and having more chats about it.
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Re: Maining a Necromancer 06/07/2016 07:38 PM CDT


Necro's don't have the mechanical tools to succesfully do what their in-game lore suggests they do, it's as simple as that. No matter how awesome of an RPer you are people continue to use all information available to them in order to come to the "correct" decision. Thus, without a way to mimic another guild's abilities or do give them a way to pass all OOC checks, the class will never achieve the full set of objectives it was created to do.

Good concept though.
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Re: Maining a Necromancer 06/07/2016 07:44 PM CDT
>>My characters have no possible way of distinguishing between a friendly (lol) neighborhood "Philosopher" and a heart-eating, skull-licking, turning his own grandpa into a Risen "Perverse" Necromancer, or anything in the middle.

Not yet, at least.

>>I think trying to paint any segment of that guild as any kind of good guy is ridiculous.

That's essentially a cornerstone of Philosophers: a [failed] attempt to do good through necromancy (vs power and glory through demonic partnerships).

>>I get that the endgame is boring. All of the endgames are boring.

This has nothing to do with endgame and just game. IMO, the deal was as follows: "Philosophers, as Necromancers, are reviled by the community and are thus not able to play in their reindeer games (ie: events). At the same time, they will have their own reindeer games (ie: events to play."

Despite the intentions of GMs (including some amazing GMNPCs storylines, etc), projects and other things came along that made them fail to deliver the latter half of the deal in the manner that they felt was within their own expectations.

>>I really don't think trying to retcon this supposedly hardmode, not for the faint of heart, serious players only, evil guild into something watered down and palatable to goofy order events is the answer.

What makes something a retcon as opposed to a progression of a storyline? Alternatively, what storylines and infrastructure can Philosophers get that would allow them to have their own GM-supported orders/events/storylines/etc?

In the end, I don't think anyone playing a Necromancer in Prime cares about participating in any particular event, but they do care about participating in something. Right now, there is no something.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Maining a Necromancer 06/07/2016 07:57 PM CDT
>Maz: Not really. It could have gone that way, but the necromancer's involvement stayed relatively secret and instead of coming out they stayed hidden.

I thought it was pretty evident that Necromancers lent a hand?

>Nope. My main, frankly, isn't crazy about most mages. Never has been. Moon mages play with incredibly dangerous and stupid things, but they weren't the ones raising corpses, marching them down main street, and killing off 2/3 of the known world's population within the last couple of decades.

I dunno, I think this is sort of circling around a lore/ethics conversation that's been had many many times in the last ~10 years of gameplay.

>I would've preferred the dev time never be wasted on this guild and have been put to better use, but the lore shouldnt be retconned nor should a feel good event occur to all of a sudden make necromancy socially acceptable lore-wise. Its preposterous.

Yeeeeeeeeeeeesh. I'm surprised to see sentiment like this, and surprised at the vitriol at the notion of moving forward with anything developmentally speaking in this game.

Though, I suppose I do remember the responses to 3.0.
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Re: Maining a Necromancer 06/07/2016 09:02 PM CDT
At this point in the game, a retcon of divine/temple dogma is going to be difficult to swallow. This is a change that doesn't only effect Necromancers, but also impacts all the Clerics and Paladins and other people who reasonably play anti-Necro characters. The sort of enmity Lyras' actions alone caused cannot, nor do I think should, be expected to disappear overnight or be handwaved away by saying "well, other guilds are bad too."

I don't see transcendence as an easy fix, either. Necros go, "Hey look, one of our guys achieved immortality! Your religion is a hollow lie!" Somehow I don't think the above-mentioned Clerics/Paladins/Anti-Necro people are going to throw up their hands and just accept it. Some people will definitely side with the Necromancers, but I see this resulting in an even more violent reaction from the Temple/Team Anti-Necro. Team Necro can't even hide behind the "but we're harmless Philosophers" argument once they have stolen the font of divinity. A holy war might be an interesting storyline, but I also don't see it giving Necros an immediate okay to go out in public without controversy.

Obviously the mechanics for this isn't in place, but if there is going to be a shift in view regarding Necromancy I feel that being Redeemed is the only way they could hope to begin to be accepted by society. Saying "No no no I'm not like Lyras at all" is undermined if you're radiating an unholy aura and are flanked by undead minions. If a Necro wants to portray himself as truly different from the forsaken/perverse, he should have to eschew any and all DO-generating spells or rituals. As it is, I don't see how you could pass yourself off as misunderstood while making full use of the reality-warping, zombie-making, god-forsaken toolkit.

As it is now, Necromancers definitely have an option when it comes to roleplay and interaction. The only thing they are really missing out on is openly attending Order events, which are fun but aren't game-changing. There's absolutely nothing stopping Necro players from organizing events themselves. It's not easy - it requires more creativity and cooperation than just taking your character to Siegery night - but it's not impossible either (see the bi-monthly Necro Teaching Nights).

In regards to Necro/Non-Necro interaction, I feel like there exist enough options/allowances that can be made in good faith to not require any changes to the established lore. Giving Necros (and Thieves) a more robust disguise system might help a little.

If balance with other socially-unacceptable guilds is important, Thieves (and even dark Clerics) could start getting hit with more social corruption as well.
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Re: Maining a Necromancer 06/07/2016 09:12 PM CDT
So, I am going to try to state this politely. I do not mean offense or bad wishes on anyone by saying this, but this thread is starting to teeter off the rails and I do not wish it to do so yet.

In the context of this discussion, I do not highly value the opinion of people who do not main or substantially identify with the Necromancer guild. I would like to hear more discussion from the principle players of the Necromancer guild where the faults of Necromancer guild play are. If your only vested interest in the guild is to be an antagonist of Necromancers or commentator of Necromancer material, you are risking drowning out people with more share in the guild.

Thank you.

-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Italo Calvino
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Re: Maining a Necromancer 06/07/2016 09:32 PM CDT
Frankly the rp choices of other players would adjust. Sucks to be them. Things change in an mmo.

You could easily tune down the hate... since it is RP and not real life. You dont have ptsd. You dont have phobias because it is all fake. You can adjust so that the game as a whole is a better environment.

Again. There are lore based examples of necromancers that have done great good. If you choose to ignore them that is your problem. Just like if someone ignores all the good moonies for the crazy ones playing with portals and demons and aliens from beyond. Or clerics and paladins that are hypocrites worshipping already transcended necromancers or demons. Who knows what kertigen really is?!

But whatever. Like Armifer said.. it is really more about the experience of the people playing in the guild that matter. Others will adjust.. because they already have a lot of other RP avenues they can pursue.
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Re: Maining a Necromancer 06/07/2016 09:35 PM CDT
>> The only thing they are really missing out on is openly attending Order events, which are fun but aren't game-changing.

This is demonstratively untrue and you have a thread full of people saying so and talking about the obstacles present.

The thing is, nobody's even asking for a retcon I don't think? Nobody is asking for the persecution etc aspects to completely go away, I don't even think anyone wants that (I don't). We're just asking for the progression of the story we were promised, which isn't the same thing. Yes, that means things might not (probably won't) stay the same, but that's what advancing a narrative means.

It is also a problem, on an OOC level, when the majority (read: every primary Necromancer player I talk to) feel little to no investment in the greater community and are at a loss for how to fix that as things stand. It's a problem that deserves a discussion and some thought about how to engage this group of players so we can tell more and varied kinds of story with the rest of you.

And this is very much a "walk a mile in their shoes" sort of thing. Spend six months to a year playing nothing but a Necromancer as your main PC. Actively seek out roleplay and new interactions and new relationships with other players with them, don't just script quietly in a corner or talk to people you already know OOCly. Then you will be able to boast about having an informed opinion about what that is like.

Most of you wouldn't make it two months. Bet me.



Thayet
@thayelf // http://thayette.tumblr.com

"But you must know that if corruption is powerful enough, it's not corruption at all — it's law. Unspoken, unwritten, but law." — Robert Jackson Bennett, City of Stairs
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Re: Maining a Necromancer 06/07/2016 09:42 PM CDT
Could always reveal that the gods as we know if them realky weee necros and have the populace turn on all the clerics and paladins for a while.. as servents of transcended necromancers.

That would be awesome!!!
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Re: Maining a Necromancer 06/07/2016 09:45 PM CDT
>So, I am going to try to state this politely.

I would be fascinated to see how you'd phrase that post if you were actively trying to be impolite.

My apologies for interrupting the discussion in the echo chamber with an irrelevant opinion.
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Re: Maining a Necromancer 06/07/2016 10:33 PM CDT
When I stopped considering my Moon Mage my main character, I stopped having loud, assertive opinions about the direction of Moon Mage development and lore. I still have opinions about it, I still even offer them sometimes, but I don't think my opinions are going to be worth as much as someone who plays that guild all the time as their main character and the main means by which they invest their time in the game. Even though I have, grand total, probably about a decade of time poured into that guild. It's just not where I am right now, so it's not really up to me anymore.

It's not an "echo chamber" to focus on the people with the most investment in how things are for a particular class. Imagine if this was WoW and we were talking about the direction of Warlocks; would you seriously get mad at a dev for going "Okay, Hunters, we realize you have strong opinions about it too, but we're interested in what the Warlocks have to say about their own class right now."

... maybe that was a bad example. mumblemumblehunters.



Thayet
@thayelf // http://thayette.tumblr.com

"But you must know that if corruption is powerful enough, it's not corruption at all — it's law. Unspoken, unwritten, but law." — Robert Jackson Bennett, City of Stairs
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Re: Maining a Necromancer 06/07/2016 10:35 PM CDT
>>I would be fascinated to see how you'd phrase that post if you were actively trying to be impolite.

I would've said something sarcastic.

-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Italo Calvino
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Re: Maining a Necromancer 06/07/2016 11:31 PM CDT
I think it's fairly evident that most, if not all (necromancers and non) agree that there should be progression in the story. No matter where it ends up, there will be a hard line that some will just not change their opinions. It's the way it is. If you've been directly impacted by some terrible necromancer, I wouldn't blame you for never finding them palatable as anything else. It seems that a definite public image face lift needs to happen.

Necromancers well know the ideological differences within their ranks. Transparency is key. We, as a group, can make that transparency happen. However, it requires a vocal and visual hardline stance against the Perverse. We need to offer irrefutable fact that we do NOT seek the destruction of the world and know a little bit more about it, thank you very much. If we make the distinction by our words and actions, the world would be hard pressed not to follow.

All this, in my opinion, can be done without direct involvement of a GM. It would require groups of players working together towards a common goal. It may require somewhat "scripted" events by players. But I absolutely do not think that we need to rely on the GMs to always tell us the direction we MUST go. After all, public opinion is player opinion.
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