KashyaMay 11, 2017May 11, 2017 at 10:32 PM
#1
image no longer hosted — http://68.media.tumblr.com/6e5ccaef77056f82181cec0f06bc28ac/tumblr_nxq4tvKKKT1tuy6fso4_r3_1280.png[/img]Moving Primary Roleplay Towns
In the past few weeks, I've received several requests from a few of the guild members asking if and when we plan on moving our primary RP town. While this was originally just started as a joke, others have been expressing a neightened interest in the idea, to which I have agreed to scope out for potential new RP spots.
I have spent the past ten persistent hours scoping out over thirty-four new possible locations for Blue Skooma to call its new home. These numbers were thinned out based on what towns were taken or phased, and further thinned out based on what our guild requires for it to operate. Ultimately, we were left with two plausible options: S'ren-ja and Greenhill.
In this thread, I will be discussing the two towns in detail, as well as the benefits and drawbacks of making the big decision to move.
Moving. What does it entail, and why can't we just move anywhere?
Great question. This warrants several responses, but I'll categorize them by bullets.
- Some towns are phased. This means that some towns are not accessible without completing a certain questline or story, first. Think of the clinic in Vulkwasten, but for an entire city. Remember when you first joined, and went around saving Auridon towns in the north from Banekin and other Daedric beasts, only for the town to disappear into a mobless ghost town afterwards? That's instancing. And it's bad for roleplay, because it forces a person to complete a questline with their character. If you're solely an RPer, this can be a massive annoyance.
- Some towns are just way too big. Think of big towns like Skywatch, Marbruk, and the biggest one of them all, Woodhearth. Do people RP there? Yes! Is it compressed and centralized for RP? No! Towns don't have to be as microscopic as Deepwoods to roleplay in, but they also can't be sprawling metropolises for a moderately-sized guild. While it can be great for roleplay diversity, and offer a plethora of different buildings to roleplay in, it also makes roleplay difficult to find, and can be extremely intimidating to new members that attempt to join in on the action, but can't find you because you're playing hide and seek with Kerry Khajiit in the back end of a market stall somewhere in the northeast end of Woodhearth. Localized means betterized.
- More established towns will mean that we need to rewrite a lot of stuff, that may or may not actually work. So, let's take back-end Vulkwasten for a minute, and list some great things about it. There's not a lot of Dominion presence. Why? Because it's in the middle of nowhere. This means that you have just a bit more freedom to play your supernatural characters the way you want to; there isn't a lot of Dominion presence. What happens, lore-wise, when we move to Skywatch, the capital city of the Dominion? Your secret probably won't take hold for as long as you'd like it. But no, it does not stop there. Moving to a large, Dominion-centered city will mean we have to completely rewrite and reorganize the way the Council and Town Guard works. The Town Guard works as an independent, organization-based form of law that does not necessarily answer to the Dominion, but their own written code of law. While the Dominion has the ability to push the law on us overhandedly, we have a lot more wiggle room in the backend places where the Dominion doesn't have as good of a foothold. This means that their interest on Vulkwasten is low, and that they primarily stay out of these backwater towns. If we were put in the middle of Skywatch, we would be subject, purely, to none other than Dominion law. Any supernaturals would be killed on site immediately if discovered, and the Council would be no more; this also allows certain high-ranking players within our guild—and even other Dominion-based Guilds—the ability to justifiably command our town in a manner that suits the Dominion. Frankly, we just wouldn't be in charge, and therefore couldn't run the town independently. The Council would simply be a thing of the past.
With these factors in mind, we have decided to look for towns that minimize strain by possessing the following prerequisites:
- The Town Isn't phased.
- The town is neither too small, nor too big. It's just right.
- The town is not directly controlled by a Dominion presence, or can be written off as such. If the town is relatively smaller and backwater, but still possesses Dominion Guard NPCs, it's relatively easy to write them off as simply nonexistent, much like we do with the current town guards of Vulkwasten.
- The town is able to accomodate a Fighters Guild Hall, a Mages Guild Hall, a combat training ground, a clinic, a Guard Hall and Barracks, a Tavern, Prison cells, and an inn.
After pulling down these requirements, we have narrowed our once-wide town choice into a narrow two options. These two options will be discussed below, with pictures, and all the details you'll need to know about our new options.
S'ren-ja
image no longer hosted — http://i.imgur.com/XbHiXE7.png[/img]S'ren-ja was once the home of Blue Skooma, years ago, but was abandoned after a series of OOC issues led to the eventual withdrawal of the guild. Now that several years have passed, Blue Skooma is once again considering S'ren-ja as a new home of operations within our guild. S'ren-ja possesses even more in the way of accommodations than Vulkwasten. In the spoilers, you will find pictures of S'ren-ja, as well as titles explaining the concepts for what each area in town may be used for.
S'ren-ja Town Accommodations
Fighters/Mages Guild
image no longer hosted — http://i.imgur.com/DUPsvoa.png[/img]
image no longer hosted — http://i.imgur.com/DhqROuN.png[/img]
image no longer hosted — http://i.imgur.com/a6Q2E1j.png[/img]On the easternmost end of town is a rather large, multistory hall capable of fitting both Fighters and Mages Guilds. This hall isn't phased, but does have a bit of a drawback; ghosts will spawn in certain areas and push you if you touch them. They don't hurt, and they're not hostile; when S'ren-ja was used as BSR's RP hub, they were ICly explained as being a type of illusion/magickal experiment the Mages Guild was working on at the time. If you have completed the questline, there is also a wardrobe on the right, in the top floor, that leads to a secret office (third picture).
Tavern
image no longer hosted — http://i.imgur.com/792L38y.png[/img]The tavern is an enclosed area on the left wing of the large, western building in S'ren-ja. Due to the angle, certain parts of the tavern look shorter than intended, which is why I suggest going there yourself and taking a look. While not as open as Vulkwasten's tavern, it makes up for this with its large enclosure space.
Inn
image no longer hosted — http://i.imgur.com/C7bvVys.png[/img]S'ren-ja's upper, leftmost wing of the tavern possesses an inn-like space to accomodate travelers.
Clinic
image no longer hosted — http://i.imgur.com/cZrfyvY.png[/img]"Kala's House," in the Southwestern area of town.
Guard Accomodations
image no longer hosted — http://i.imgur.com/Qiy5yIm.png[/img]The Guard Hall and Barracks is the house located in the North-westernmost area of town.
image no longer hosted — http://i.imgur.com/3nxcYgE.png[/img]In the past, the sides of stables were used as cells for prisoners. There are three usable stables on the sides of this house.
Greenhill
image no longer hosted — http://i.imgur.com/fKqWJzd.png[/img]Greenhill is a moderately sized town around the center of Reaper's March. While it is a barren creation ground for placing new areas and such, the wayshrine is somewhat far from town, and some buildings are collapsed, making them possible to RP in, but difficult to use for anything other than miscellaneous roleplay. There does not seem to be any official area that the community can use as a tavern. To access the two primary buildings in Greenhill, you must also complete a portion of a quest that is very lightly combat oriented. Nevertheless, Greenhill is a flat, greener area among the Reaper's March area that provides fair views, and a variety of unnamed buildings for a range of assignment.
Greenhill Town Accommodations
image no longer hosted — http://i.imgur.com/fsJRf2k.png[/img]
image no longer hosted — http://i.imgur.com/vxLj6X5.png[/img]An outside overview of Greenhill.
image no longer hosted — http://i.imgur.com/MJgllJI.png[/img]
image no longer hosted — http://i.imgur.com/WinCYTN.png[/img]One of the buildings within town are accessible, but partially destroyed, leaving this for miscellaneous roleplay.
image no longer hosted — http://i.imgur.com/oDzA30k.png[/img]
image no longer hosted — http://i.imgur.com/Y5628EG.png[/img]The first and second floor of one of the Greenhill homes. These could be used to accomodate anything from guild halls and barracks, to the clinic and inn.
image no longer hosted — http://i.imgur.com/VEsY8w7.png[/img]
image no longer hosted — http://i.imgur.com/iVCShfq.png[/img]The first and second floor of the other Greenhill home. These could be used to accomodate anything from guild halls and barracks, to the clinic and inn.
image no longer hosted — http://i.imgur.com/YhbnKqW.png[/img]One of the Khajiiti homes by the field.
image no longer hosted — http://i.imgur.com/AHNWZb0.png[/img]Another Khajiiti home by the field. This is more of a utility area, as it does not possess a door, and could therefore be used as a prison cell.
image no longer hosted — http://i.imgur.com/RFDLLUN.png[/img]Another Khajiiti home by one of the fields.
There is no tavern in Greenhill.
What are the benefits of staying in Vulkwasten?
- Moving towns provides a change of scenery for roleplay.
- Moving could potentially expand some areas within town, albeit at the expense of others.
- Story hooks will occur within roleplay as a result of the move. As such, moving could provide more roleplay opportunities.
What are the disadvantages of staying in Vulkwasten? - Minor Council and Guard tweaks may be required.
- Some characters are forced to uproot from Vulkwasten. This may not be ideal for some roleplayers.
- If we do decide to switch after the week's time, Vulkwasten may no longer be available.
- Vulkwasten is currently the largest unoccupied tavern in AD.
- A Fighters Guild quest runs through Vulkwasten. This may be beneficial for recruiting.
What exactly does moving entail?
Even better question. Moving entails a lot of stuff, but by choosing the right spot to move to, we can effectively eradicate a lot of need for faction changes, faction recreation, and all sorts of guild matters that may sprout up during the moving process. Some updates will need to be made to accomodate for the change in towns, but by pre-planning, we allow ourselves to look for a way in which we can minimize the need for mass changes among the guild. These two towns are among those that will not drastically alter anything among the Council or Guard, if used.
What if we decide to move, but then don't like the area?
We will not be packing up our things and moving the day the polls end. From Vulkwasten, we will be taking a week to try out RP in the town we have decided upon. This will be justified through an IC Guild story. After a week, we will re-poll, and if there is a majority vote in favor of moving towns, then we will begin to do so.
I have additional questions, or would like to suggest/comment on something else.
Post your suggestions and comments here. I will be more than happy to look into them, and even request that you do so. I'd like to hear what everybody has to say about the potential move, and would like to answer any and all questions.
So, the question remains.
Should we move our Home RP town?
Edited Jun 02, 2017 at 03:33 PM by 0

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