MavosFeb 07, 2018Feb 07, 2018 at 11:23 AM
#1
TL;DR: Living where we do (in the Valenwood) could be a great source for plot hooks, unless you've all Been There and Done That before my time.
This will be a long post; way too long for Discord. It's about a subject which I started thinking about as soon as I began imagining Jaz and his role in the tavern. It took on a different light last week when we had a discussion in Discord about the need to generate more plot hooks. And then along came the caravan to Cormount, and a whole bunch of things became either clearer, or muddier... but mostly more urgent. (To me, anyway.) So I'm kind of lightly trying to tie the discussion I hope this will generate to the discussion of whether to move to Cormount. It's not likely to change anyone's mind about Cormount, it's more a matter of, if we're going to change anything in response to this discussion, the disruptive move would be the IC excuse for changing things.
So.
The Valenwood is, according to lore, one of the most trackless, hard to traverse areas of Tamriel. Someone was pointing out recently that ESO makes the place way too civilized. The lore suggests there shouldn't even be paving-stone paths here, much less roads that a cart could reasonably be expected to travel. Its IRL equivalents are what some have referred to as "The Green Hell".
As I traveled the zones as my main Sandira Hearthglow before I met you folks, it really felt that way too. The road to Elden Root was eye-opening. And then just as I got used to how rough the terrain in Grahtwood could be, and was surprised at how open southern Greenshade was, *bam* -- I headed east from Velyn Harbor and the path almost disappeared before my eyes, and there were senche ten feet on my right, and stranglers in pairs ten to my left, and... I was in a trackless, deadly wilderness.
Sandira literally walked right by Vulkwasten without even realizing it existed. I played her in first person, exploring based only on what I could see, and she saw no sign of the place except for the wayshrine itself. It wasn't until she got the side-quest to Gathwen (? - female bosmer in the tavern) that she even found the town hub. To this day there are still places outside of Vulkwasten that can get me turned around and instantly lost, until I open up my map screen. Me, I think ESO did a pretty good job on capturing the feel of the Valenwood... given that you want casual players to be able to traverse the zone without giving up in frustration.
So when I dreamed up Jaz, I had no problem picturing the lore. I had him getting to Vulkwasten on foot. I had the journey from Rawl'kha taking several stages, at least a day for each stage, with the final one being from Baandari Post and resulting in the death of a traveling companion and the loss of his possessions, all down the gullet of a strangler, despite having a Bosmer guide. Welcome to The Green Hell, Jaz.
And then I walked him into Vulkwasten and, bit by bit, started to realize that BSR doesn't really live in that Valenwood at all. Jaz was intended to come in and be dismayed by the limited offerings of this grand but isolated tavern in a tree. Instead, every drink a customer ever asked for, Lucia was assumed to have procured. Dangerous surroundings? Ashi casually suggested he bathe in the river (you know, the one with, in-game, hoarvers every five feet). Travel to other places? Afer just casually had a mage open a portal to go buy Kinae's replacement book in Woodhearth. Siirdan was going to bless Varr's new house in Rawl'kha, "this afternoon". We essentially treat Vulkwasten as just as easy to access as the wayshrines actually make it in-game. People do pay lip service to the idea that a portal is expensive and beyond the reach of the average citizen, but that didn't stop Afer of the cash-crunched Fighter's Guild from being able to afford one on a whim... to purchase a single book.
Now, I get why people do this sort of "hand-waving" and ignore the supposed "realities" of life in the Green Hell:
- I happen to be a logistics guy, and that sort of thinking interests me. Most of you presumably are not.
- Hacking endless trails through trackless jungles might be an interesting RP story, if told well -- once or twice. But not the dozenth, ever-so-realistic time. (And there may have been a time in BSR's history where such stories were told, and became Been There Done That...?)
- If the story you're RPing is about the book, a big journey to get the book is nothing but a distraction.
- Nobody in the guild made a decision to move to The Town In The Green Hell With All Its Logistical Problems. They decided to move to the place with a good layout, no crowding, and only minor phasing issues.
I have no problem with "hand-waving" in a good cause, and these are all good causes.
But what if we're missing an opportunity here?
Even before the Discord discussion of plot hooks happened, I had realized that one possible route for Jaz to provide some was by trying to expand the offerings of the Tall Tree. Hunting could be role-played, not because the hunting was important as a game activity but because it would be a new stage for RP. He was also going to go fishing and need a companion, because... hoarvers. And stranglers. And all that.
The Discord discussion suggested more possibilities. New food components could be brought in from far-away places, whether that meant a dangerous trip, a negotiation at the destination, or just a stage to be randomly interrupted by some colorful event. The moonsugar supply could run low. And none of this needed to be planned events -- it could just be an excuse for characters A and B to go on a trip and get creative.
That was what originally prompted me to decide I was going to write this post, in fact.
But unfortunately (perhaps), the move to Cormount beat me to it. And what I saw on that trip merely emphasized the whole subject. The entire town of Vulkwasten fell apart in a matter of hours -- effectively a natural (or unnatural!) disaster -- and yet it was hand-waved that every important possession except Afer's lute was loaded onto a cart. NOBODY had to walk. No tough decisions about what to leave behind. No logistics problems along the way. And then we got to Cormount, and not only were we simply shifting all of Vulkwasten into newer quarters, but I even found out that Lucia has been importing fresh vegetables the whole time Jaz has worked there, and they had made their way to Cormount along with all the other never-ending bounty of Vulkwasten.
Welcome to the Green Palace. :)
So. Perhaps you all like it there. Perhaps you see no advantage to changing. And if so, that's fine; I hope you at least enjoyed the read.
But if we want more plot hooks, some version or other of The Green Hell that is the lore-based Valenwood could still be right around the corner. We'd just need to discuss what we'd want that to mean.
This will be a long post; way too long for Discord. It's about a subject which I started thinking about as soon as I began imagining Jaz and his role in the tavern. It took on a different light last week when we had a discussion in Discord about the need to generate more plot hooks. And then along came the caravan to Cormount, and a whole bunch of things became either clearer, or muddier... but mostly more urgent. (To me, anyway.) So I'm kind of lightly trying to tie the discussion I hope this will generate to the discussion of whether to move to Cormount. It's not likely to change anyone's mind about Cormount, it's more a matter of, if we're going to change anything in response to this discussion, the disruptive move would be the IC excuse for changing things.
So.
The Valenwood is, according to lore, one of the most trackless, hard to traverse areas of Tamriel. Someone was pointing out recently that ESO makes the place way too civilized. The lore suggests there shouldn't even be paving-stone paths here, much less roads that a cart could reasonably be expected to travel. Its IRL equivalents are what some have referred to as "The Green Hell".
As I traveled the zones as my main Sandira Hearthglow before I met you folks, it really felt that way too. The road to Elden Root was eye-opening. And then just as I got used to how rough the terrain in Grahtwood could be, and was surprised at how open southern Greenshade was, *bam* -- I headed east from Velyn Harbor and the path almost disappeared before my eyes, and there were senche ten feet on my right, and stranglers in pairs ten to my left, and... I was in a trackless, deadly wilderness.
Sandira literally walked right by Vulkwasten without even realizing it existed. I played her in first person, exploring based only on what I could see, and she saw no sign of the place except for the wayshrine itself. It wasn't until she got the side-quest to Gathwen (? - female bosmer in the tavern) that she even found the town hub. To this day there are still places outside of Vulkwasten that can get me turned around and instantly lost, until I open up my map screen. Me, I think ESO did a pretty good job on capturing the feel of the Valenwood... given that you want casual players to be able to traverse the zone without giving up in frustration.
So when I dreamed up Jaz, I had no problem picturing the lore. I had him getting to Vulkwasten on foot. I had the journey from Rawl'kha taking several stages, at least a day for each stage, with the final one being from Baandari Post and resulting in the death of a traveling companion and the loss of his possessions, all down the gullet of a strangler, despite having a Bosmer guide. Welcome to The Green Hell, Jaz.
And then I walked him into Vulkwasten and, bit by bit, started to realize that BSR doesn't really live in that Valenwood at all. Jaz was intended to come in and be dismayed by the limited offerings of this grand but isolated tavern in a tree. Instead, every drink a customer ever asked for, Lucia was assumed to have procured. Dangerous surroundings? Ashi casually suggested he bathe in the river (you know, the one with, in-game, hoarvers every five feet). Travel to other places? Afer just casually had a mage open a portal to go buy Kinae's replacement book in Woodhearth. Siirdan was going to bless Varr's new house in Rawl'kha, "this afternoon". We essentially treat Vulkwasten as just as easy to access as the wayshrines actually make it in-game. People do pay lip service to the idea that a portal is expensive and beyond the reach of the average citizen, but that didn't stop Afer of the cash-crunched Fighter's Guild from being able to afford one on a whim... to purchase a single book.
Now, I get why people do this sort of "hand-waving" and ignore the supposed "realities" of life in the Green Hell:
- I happen to be a logistics guy, and that sort of thinking interests me. Most of you presumably are not.
- Hacking endless trails through trackless jungles might be an interesting RP story, if told well -- once or twice. But not the dozenth, ever-so-realistic time. (And there may have been a time in BSR's history where such stories were told, and became Been There Done That...?)
- If the story you're RPing is about the book, a big journey to get the book is nothing but a distraction.
- Nobody in the guild made a decision to move to The Town In The Green Hell With All Its Logistical Problems. They decided to move to the place with a good layout, no crowding, and only minor phasing issues.
I have no problem with "hand-waving" in a good cause, and these are all good causes.
But what if we're missing an opportunity here?
Even before the Discord discussion of plot hooks happened, I had realized that one possible route for Jaz to provide some was by trying to expand the offerings of the Tall Tree. Hunting could be role-played, not because the hunting was important as a game activity but because it would be a new stage for RP. He was also going to go fishing and need a companion, because... hoarvers. And stranglers. And all that.
The Discord discussion suggested more possibilities. New food components could be brought in from far-away places, whether that meant a dangerous trip, a negotiation at the destination, or just a stage to be randomly interrupted by some colorful event. The moonsugar supply could run low. And none of this needed to be planned events -- it could just be an excuse for characters A and B to go on a trip and get creative.
That was what originally prompted me to decide I was going to write this post, in fact.
But unfortunately (perhaps), the move to Cormount beat me to it. And what I saw on that trip merely emphasized the whole subject. The entire town of Vulkwasten fell apart in a matter of hours -- effectively a natural (or unnatural!) disaster -- and yet it was hand-waved that every important possession except Afer's lute was loaded onto a cart. NOBODY had to walk. No tough decisions about what to leave behind. No logistics problems along the way. And then we got to Cormount, and not only were we simply shifting all of Vulkwasten into newer quarters, but I even found out that Lucia has been importing fresh vegetables the whole time Jaz has worked there, and they had made their way to Cormount along with all the other never-ending bounty of Vulkwasten.
Welcome to the Green Palace. :)
So. Perhaps you all like it there. Perhaps you see no advantage to changing. And if so, that's fine; I hope you at least enjoyed the read.
But if we want more plot hooks, some version or other of The Green Hell that is the lore-based Valenwood could still be right around the corner. We'd just need to discuss what we'd want that to mean.
Edited Feb 07, 2018 at 11:25 AM by 0

BeckifyFeb 07, 2018