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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

Paths


Eqwina

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The point is that i still hold my argument valid, the formate is not good, and its actualy now with the end result looking even worse then i expected

 

in fact its just going further along the line i didnt like in paths, and remind me of this dnd book i read, it dont belong nor suport txt rp very well, its hard to describe but its to sterille in a way

 

to pointed and scored down to relate well to being used in rp constructivly...we have the ws system and op to measure strengths against eachother, we dont need it in discs

 

i wanted something that would found char development and could be used in rp, i felt it lacked in the paths vs old discs, and i feel it lack even more now...in my eye this is not an improval, but rather the oposite

 

but thats just my opinion, so we'll just have to agree to disagree on this point. I dont like em, i dont see them as valuable to create rp, and worse with the name confusement in old new i feel stuck to write around, but i already been doing that since the new system was implemented with discs and paths...so nothing new there, done it for 1-2 years already so well habited with it (not happy about it but by now i get the pic that my views just differ from staff in warders, so i am resigned to just toss in the towel and accept things for what they are, and stop hoping for improvement)

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actually, Vadin M'taal made it through, it just got reformatted to fit the rest.

 

*pokes in the toe* That is why I said No one REALLY *throws pillows* because even the one that did was tweaked a bit

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Mail sent.

 

On a sidenote, it's a pity one can't create a Path of their own. Looking at real life, quite a few martial arts schools started because a Master (or Grand Master) found there was something lacking, and started incorporating elements from other martial arts into a style of his own.

 

There's honestly no reason why the same wouldn't be true for a Warder having reached high levels of skill and experience at those very same Master or Grandmaster ranks. People have mastered what a Path entails, and then they start experimenting to find a way around the weaknesses rather than just keep on doing the same exercises ad nauseam.

 

There's real life precedence, and it's perfectly natural. It'd also give some extra incentive to reach those upper level WS scores of 19 and 20, which, i feel the need to point out, require player activity to maintain, hence ensuring the Path will remain with an active teacher. If not, the Path will die out without students and a teacher, won't they?

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That's the reason pretty much that we don't allow creation of them.  It's hard to maintain someone for said path/discipline if there is no one to pass it on.  I'm sure very few of you remember the creators of the original ones.  And they started struggling once their creators left if there was no one left to take it on.

 

I'm sure though that if you created one you could submit it to be official.  There is no reason why you have to choose one, and we don't keep records of them, you can modify them as you see.  These are not something that we say you have to do, we just provide "official" unofficial teachings since we don't teach them.

 

And thanks for the email.

 

Mat

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Yes..the Paths can die out, which is part of the reason they are not required. IN order to keep that from happening we could write a NSW/NPC master of each path that would always be avaiable to teach.

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Grrr... people stop posting! To Ata-

 

The point score in the Paths does not affect fighting, it's just a more concrete way of RPers being able to determine the skills of their character. This way, no one claims to be increadible strong and fast.

 

As for character developement, the lifestyles built into the Paths are merely bases. For example, someone who follows Vadin M'taal is normally pasive and patient, but that doesn't mean that they are only passive and patient. Depending on the creativity of the writer, you can do anything with that. You can the base provided- maybe the character is naturally hasty and quick-thinking and is constantly struggling to follow their path? I see a lot of potential character development there.

 

As for name confusement, I couldn't quite understand what you're trying to say there. There are five paths, five names?

 

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I'm going to say that from my limited reading on the new take of the paths, I as an RPer am absolutely THRILLED at the base it gives me.  Especially since I see one that I feel suits my character.

 

As t'others said - it's a baseline.  And it gives me something more concrete to think about when it comes to Mariasha's development as a fighter :)

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That's the reason pretty much that we don't allow creation of them.  It's hard to maintain someone for said path/discipline if there is no one to pass it on.  I'm sure very few of you remember the creators of the original ones.  And they started struggling once their creators left if there was no one left to take it on.

 

And that's just the beauty of it. You need Staff permission to get a WS of 19 (10 slots available) and 20 (4 slots), and i take it they aren't handing them out like cookies to anyone bothering to ask. There are also a limited number of slots available, and not everyone is going to end up making a new Path, so i'd estimate there'll be... maybe 5-8 actual Paths created at any given time in the RP.

 

But yeah... Once you get your Warder up to WS 19 or 20... What else is there to do? Been there, done that, you've had (and taught) every class imagineable. You've reached the pinnacle of weapon skill, so what could be more IC than to pass on your knowledge and views to others in the form of a 'perfected' version of a Path (read: your version)?

 

At the very least, it'd keep your Warder from dying of boredom for doing the same things over and over...

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Sure, just WS 20 would still be manageable, and effectively cap the 'custom Paths' at four. The thing i'm trying to bring about here is that the option at least becomes available again, and whether that would be at WS 15, 19 or 20 would be fretting over details -- at this point anyway.

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dont think its needed, i think this slack can be picked up by giving the discs more personality to make up for what was lost with the disc classes going out

 

that was something to do, because you turned around and had identity interaction with the disc, much like AS who dont have more reqs have with their ajahs

 

its what i feel lack in the curent ones since there is no identity injected into them through classes. And something i majorly missed, i greatly enjoyed it in liitha's early development to interact with the other disc members, it wasnt just another class, it was a disc rp. The paths in the curent system cant give that type of identity, as the system in itself is good, that means paths needed to pick up the slack, which i dont feel they do atm. (and what i hoped would change now finaly to get it back, and why i am disapointed it havent in my eyes)

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The paths have only just started, there's nothing to say that there won't be intra-path relations

 

The only thing is that to me, you seem to be contradicting yourself. First you say that the paths don't leave enough room for character development, and now you're saying that they don't offer enough identity. It seems to me that if the paths were all cookie-cut fit, it would leave less room for character development.

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Not really, she means that they don't offer enough room for character development because they're lacking identity. Rather than go into detail, they're just reduced to a list of chaarcteristics.

 

Basically, a more RP styled writeup is what she's aiming for (and i admit it'd look better too).

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What you have to remember is that these are just a base for your character. We don't want to make five all-encompasing Paths because then all you really have is five characters and a bunch of players. The point is that you don't rely completely on the mold given to you, you have your foundations and then you build from there.

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I don't think that's what she's aiming at.

 

In the past the disciplines were highly integrated into the Warders ranks.  You used a discipline to gain rank thus you knew who had one, what it was rped like and the interaction was there.  Now it's not part of anything and you don't get that same attention to detail.  

 

We don't plan on incorporating it like it use to be.  However we can discuss adding in something more to the options you can choose from but that still doesn't fix what's wrong.  

 

But there really is no way to get around the way things work right now.  The system was streamlined to make everyone's life easier.  

 

Descriptions are always editable as are skillset descriptions etc if someone wants to take a stab at rewriting and still maintaining what it says.  But remember these are suppose to be vague so you can build on it.  It's a starting block not the end all and be all of a path.

 

Mat

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nods, before you got that through the classes because they defined the discs better, so the disc choise actualy had a meaning in that it affected your char personality

 

like say how religion can affect your life, being a christian or muslim say dont mean there are only 2 persons in the world, however its part of defining your identity and give you something in common with the others who are of your religion

 

my hope with the discs was that now the rolle the classes had played in the past would be filled up by more in dept description of the disc, so which disc you chose actualy mathered  without it making things more difficult in reference to req's

 

the disc i delivered was styled there after, best way to explain probably to you Talvin is just showing what i ment *so goes to get disc*

 

Daisho al’Dracon

 

Introduction

The Discipline originates from the areas around Ghealdan, where two-sword usage is boasted. It’s a fighting style primarily used by specialist fighters, and takes years to master, your typical Daisho fighter can be found among warders and mercenaries. This Discipline is rare in the fact that few people wish to attain the high levels of strength and skill needed to Master this Discipline, but those who do are a force to be reckoned with. Despite common misconception, Masters in this Discipline do not become tired or drained faster because of the two swords.

 

The Weapons

While the two primary weapons do not need to be identical, they must be of the same type, and built for one hand usage. The weapons used must be light weight and ideal for maneuvering. The most normally used weapon in Daisho is katana in combination with a second katana, a wakizashi or a tanto, other weapons or combinations do exist though. Secondary and tertiary weapons are normally bows, naginata or hand to hand.  A Daisho’s swords are so precious to the fighter that quite commonly the weapons are named.  Typically a Master’s weapons are custom made to fit them.  Picking up a random weapon and using it would never fit for a Daisho Master.

 

The fighting style

This Discipline is unique in the fact that it is created primarily for use with two swords, and therefore do not allow single blade fighters. The style is a ground fighting style, and while those trained in this discipline do special train horses for the ability to ride without direction of hand, the full advantage of the discipline can only be achieved when the fighter stand on the ground. High strength and skill are a must in this discipline, and as such it takes dedicated training to achieve the muscle build the fighting style requires. Strength, especially, is essential to the effective wielding of the two swords needed for this Discipline. 

A well trained Daisho fighter can work both blades independently of each other, thusly making the fighter more effective, as one sword can block and the other can attack, and vice versa. This also gives the added bonus of being able to fight with either hand if reduced to a single blade. However if a fighter finds himself being disarmed of one of his blades, his skill level will drop substantially. Incredible levels of physical strength and endurance are required to use this style effectively for a sustained period of time, and training is thus incredibly taxing, and if the fighter slacks off with the training it will lead to a loss of ability in the user. The training vigor needed for this fighting style also indirectly leads to some stamina for drawn out fighting, and the two swords are useful both against multiple opponents and single opponents, as the blade forms can be adapted to almost any situation.

 

Lifestyle

Daisho fighters define themselves as loyal and honorable, they tend to try and set a good example for others, and frown upon unnecessary killing.  A Daisho have great care for his reputation and integrity, this including cheating, lying and oath breaking. And courage is spoken through deeds of wisdom, this not necessarily including taking on an unnecessary fight, but neither do their fear death in battle.

Training of mundane sword forms are seen as more of a practicing of dance, in which the user can meditate. And meditation and reflection in general are important for keeping the mind sharp as a balance to the time put into training where interaction with others are limited at times. This has lead to many Masters finding it hard to build social connections, and they often have few but very strong friendships. Generally Daisho find it hard to associate with others outside of their own group, and often in addition find it hard to express them-selves face to face. This has lead to Daiso students and Masters to resort to art as a form of expression some write poets while other keep journals. Those who do not find an outlet for their emotions tend to close in on themselves in lack of knowledge on how to cope with their feelings.

In terms of love there exist two philosophies within Daisho, the ones who generally avoid it, and those who embrace it. Among the first the time restraint from dedication to a cause is not conductive to a family life, or they are unable to give the loyalty needed for such a relationship due to commitments elsewhere. Most warders belong to this first philosophy, though a few exceptions will have a lover they can return to when life permit them.  Among those who embrace love are those who often have a partner or even wife who can travel with them, or that they are able to return to frequently. Most merchants, especially those who only operates within a limited area, will belong here, and its not abnormal that they have quite a few kids.

In regards to cost the Daisho training is taxing on the body reserves, and as such Daisho students keep a high protein diet to refill reserves, and gain the energy needed to keep up the training. The cost as such is centered on red meat, eatable animal organs, fish, eggs and milk-products.

 

 

Now i am not saying this is the only set up that i'd like to see, but i'd like to see something closer to this then what we have today. The reason is that it actualy means it have a usage in the rp, before i'd check discs when writing a char and descising on weapons, when you write under such a "system" you can include details through thougths or conversation in the rp (those details who flesh it out better) about things like, i have this weapon because its optimum for my disc, or i have this weapon despite its not the most used in the disc, the reason i do is so and so...it makes you have to think through and have a meaning in thinking through things based on the discipline. It makes it more fleshed out and whole, and chosing a disc based on the chars personality, belif's opinions and so on, so that the disc come to take a more active part in the chars lives. Basicaly make the disc/path mather, not just be another word listed in some archive. Its hard to do when they aint distinct and you can argue in dept pro and con differences between them.

 

What does it mather if you order a red soup or a green soup if they both taste the same? it dont, however if one taste tomato and another grapes, then you can argue to why you prefer one over the other.

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Hm, I think I understand what you're saying now, but I don't really see what the problem is with the current Paths. Yes, the paths don't have as much information as that example that you posted, but really, I feel like the paths do have a good amount of distinction to them. For example, let's take Sara'an Dieb.

 

What sort of weapons are used? Light weight, shorter weapons

 

What sort of armor is worn? Light armor, for they need to be quick and agile

 

What principles do the Paths use? Need to be in a constant state of relaxation, also the path focuses on high use of deflection.

 

I do agree that the paths aren't terribly specific when it comes to what sort of personality traits needed. But I also feel like the new Paths could be used in RP the way they are. In the example path you showed me everything is written out specifically, and in the new Paths not everything is written out like that. What you have to realize is that these Paths are still in the baby stage, we just want you to try them out before dismissing them.

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which worked fine with the old discs because the classes filled in identity, but they dont anymore

 

its like saying blue

 

ok blue is a nice color range, but thats just it, its a range, ligth blue? dark blue? soft? hard? not enough to go by its to table based to listed...and i am a list person, but the clue about rp is to write things out, not list them, lists as such refer badly over to type out, and these new ones do not stand out from the paths we already had in info, not much, they have the same general structural lack of in dept info...so as i see it pointless to change them...as i see it the reason people wasnt happy was the fact they didnt feel like there was much point to them, so why replace them with something of the same build over

 

if people dont like skyscrapers you dont replace those with towers, because in all essence its the same. Thats what i feel have been done...and we'll just have to agree to disagree i guess

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