Post by explodingFrogs on May 18, 2012 15:28:57 GMT -5
Is the Sburb Glitch Faq ever going to have individual in-depth analysis of Titles like you've been doing for Aspects? If so, I've been thinking about how titles work (specifically the Mage title, since I play one) and I have some ideas. (If you are doing Titles and think these ideas are any good, I'd be interested in doing a guest chapter for Mages. Or I can just write an IC FAQ on the forums, I guess.)
Firstly, Titles do not directly determine the majority of a Player's capabilities. (Mages and Witches can be unholy terrors in hand-to-hand combat, and Knights and Guards can be long-distance "nukers", but frail up close.)
Neither the name of the Title itself (Mage, Knight, Thief) nor the name of its Archetype (Warrior, Caster, Support) have a very strong influence on the game abilities a Player learns. All player abilities are drawn from a common list for their Aspect. The Title's influence on this is to determine if and when a given ability is learned--a Knight of Doom will have terrifying combat skills right out of the gate, but might never figure out the more esoteric tricks a Witch of the same Aspect can pull, no matter how high up the Echeladder he goes. Similarly, a Seer of Space will know practically everything that goes on in her session right from the get-go, but will simply never learn the more destructive Space powers, while Wastes and Graces of any Aspect learn devastating skills that no other Class has access to.
Titles also influence the form game abilities take to a degree, imposing their "flavor" upon the power's manifestation. For example, the Thief and Rogue classes cause all game abilities manifested through them to take the form of the Aspect they manipulate being somehow "stolen" or "moved elsewhere". This has certain consequences: on the one hand, Thieves always buff themselves when they debuff an enemy and Rogues can do the same for an ally; on the other, no power based on creating the Aspect from nothing will function for these Titles. (For the most part, they simply don't learn such abilities, but because of Sburb's shoddy scripting, some make it through, and cause glitches ranging from the unfortunate to the critically dangerous when uninformed Players try to use them.
Lastly, Titles guide behavior--or rather, railroad it. Sburb wants you to behave in a certain way when you're a Player of a given Title, and misfortune follows if you don't fall in line. For example, Mages are supposed to act like their namesakes in folklore, fantasy, and bad fanfiction when it comes to freely giving information to their teammates: that is to day, don't. Withhold key information, hinting at it only indirectly, dropping clues so that they know you're not telling them something important but not what it is, and tell them that they need to figure it out for themselves. Arrange puzzles for them to solve to figure out what they need to know. How badly Sburb wants Mages to keep things from their friends scales with the importance of the information--in extreme cases, it may even require them to set an actively hostile guardian against their friends.
(Basically, all that shit players go through in dungeons, quests, and ruins? Mages have to arrange stuff like that anytime they want to clue his teammates in on anything really important. Thankfully, there are workarounds--Sburb is scripted shoddily enough that it won't notice things like the above-mentioned guardian being, say, a low-level imp, or even an annoyed Consort.)
Firstly, Titles do not directly determine the majority of a Player's capabilities. (Mages and Witches can be unholy terrors in hand-to-hand combat, and Knights and Guards can be long-distance "nukers", but frail up close.)
Neither the name of the Title itself (Mage, Knight, Thief) nor the name of its Archetype (Warrior, Caster, Support) have a very strong influence on the game abilities a Player learns. All player abilities are drawn from a common list for their Aspect. The Title's influence on this is to determine if and when a given ability is learned--a Knight of Doom will have terrifying combat skills right out of the gate, but might never figure out the more esoteric tricks a Witch of the same Aspect can pull, no matter how high up the Echeladder he goes. Similarly, a Seer of Space will know practically everything that goes on in her session right from the get-go, but will simply never learn the more destructive Space powers, while Wastes and Graces of any Aspect learn devastating skills that no other Class has access to.
Titles also influence the form game abilities take to a degree, imposing their "flavor" upon the power's manifestation. For example, the Thief and Rogue classes cause all game abilities manifested through them to take the form of the Aspect they manipulate being somehow "stolen" or "moved elsewhere". This has certain consequences: on the one hand, Thieves always buff themselves when they debuff an enemy and Rogues can do the same for an ally; on the other, no power based on creating the Aspect from nothing will function for these Titles. (For the most part, they simply don't learn such abilities, but because of Sburb's shoddy scripting, some make it through, and cause glitches ranging from the unfortunate to the critically dangerous when uninformed Players try to use them.
Lastly, Titles guide behavior--or rather, railroad it. Sburb wants you to behave in a certain way when you're a Player of a given Title, and misfortune follows if you don't fall in line. For example, Mages are supposed to act like their namesakes in folklore, fantasy, and bad fanfiction when it comes to freely giving information to their teammates: that is to day, don't. Withhold key information, hinting at it only indirectly, dropping clues so that they know you're not telling them something important but not what it is, and tell them that they need to figure it out for themselves. Arrange puzzles for them to solve to figure out what they need to know. How badly Sburb wants Mages to keep things from their friends scales with the importance of the information--in extreme cases, it may even require them to set an actively hostile guardian against their friends.
(Basically, all that shit players go through in dungeons, quests, and ruins? Mages have to arrange stuff like that anytime they want to clue his teammates in on anything really important. Thankfully, there are workarounds--Sburb is scripted shoddily enough that it won't notice things like the above-mentioned guardian being, say, a low-level imp, or even an annoyed Consort.)