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of wolves and writers

Posted 2024-01-17 13:50:10
Something I see being mentioned a lot is the behavior of real wolves. I wonder how helpful that is, given that a bunch of things included in the game's mechanics are already unrealistic for wolves. Trading, herbalism, etc. I think we should focus on what's going to be fun and make sense in the context of a WD based RP, rather than real life.


This is a good point! However, even within that context, some level of realism is never a bad idea! It makes it a fun challenge trying to incorporate different schools of thought (the WD mechanics / WC-based roleplay) and semi-realism; although no system works perfectly and "rule of cool" has to come before "brutal reality of wolf life". WD offers so much more to play around with, yes. It was more so an attempt at looking at real wolf pack behavior to solve some of the problems we had; i.e. how many wolves should be allowed in any individual pack and what to do with wolves we may not necessarily have space for.

I prefer more realistic depictions of wolves, so I tend to look at it through that lens, albeit I do enjoy the herbalism system and the ability to trade things with other players.

I wonder how we'll incorporate stat and/or appearance breeding into the RP. I breed for stats, but others may be appearance breeders. Is there going to be any kind of pup exchange or stud discounts?


Considering I mostly breed for clean-lined lore purposes rather than for stats or appearance, I suppose this can be up to the player and what they prefer.

thesacredorchard
#10528

Posted 2024-01-17 14:06:31
I also think we don't need total realism, but it's really good for some problem-solving and I like the challenge :D

I personally don't breed something specific yet (though I want to become a natural looking T3 stat breeder, but this will be a long way I guess), so I'm not so sure about that point. I think it being up to the player and first just see how it'll work in the group is a good idea; in case something doesn't work, we can still change it I guess.
(As long as we don't need to edit a post for it because as we all know  this isn't possible in groups XD)

Midnight
#116791

Posted 2024-01-17 14:14:25 (edited)
It makes sense to use real life as inspiration for problem solving. I guess that just never occurred to me. I don't want this getting too real though.

Edit: Also, thanks for the warm welcome. You guys are so sweet!

spotpc
#9204

Posted 2024-01-17 14:17:14
It's okay! Okay, I guess we'll try to make it not super duper hyper-realistic

No problem! We're happy that you're here!

Midnight
#116791

Posted 2024-01-17 15:37:26
I just got off work so I apologize for my lack of involvement today. Welcome, Spotpc!

I think realism is helpful, especially with prey, pack size, etc. but we should also remember that we're roleplaying using a fandom with fantastical elements in play.

Apple, if that's what you prefer to be called, can you be in charge of implementing the NPC merchant/trading system with wolves beyond our borders? I'd love to see it in action and I feel like since it's your idea, you're the best person to put this into effect.

Speaking of trading, to answer Spotpc's question, we are setting up a trading center thread under OOC for stud advertisements and the selling of wolves. I think it's also important for the members involved in these transactions to make it clear whether the wolves sold will be entered as blank slates or remain connected to their parents or former pack. Same with studs. Are they going to be a present father in the pups' lives? Is there going to be lore there? Or is there only an affiliation with the pack they were born in?

Okay, biomes. Those are good points and excellent ideas. There should be a limit on how many packs are in each biome and the biomes should be arranged closer together so it's not such a trek as it is on the current explore map. Midnight, can I put you in charge of creating the map for us?

Currently, I don't see us using stats in the roleplay since not everyone breeds for stats. Instead, I think it would be best to operate on a level system. Midnight and Apple have some exposure to the idea. Basically, in battles to prevent overpowered play, your wolf can only defeat a wolf of a lower level. However, two lower-level wolves can defeat a higher-level wolf. For example, a Level 6 can't defeat a Level 12, but a Level 6 and a Level 7 can team up and beat a Level 12. Does that sound reasonable?

As for an honorary system about the bank and the hoard, there will be one in place. Unlike some groups, I've been in, there's been an uneven system of taking and giving. I don't like the idea of someone donating remnants after taking high-value items which was something I saw a lot. To me, a remnant of a blue jay feather is not equal to a 20-use carcass. Again, this is a personal opinion, but I feel like we need a system that keeps the hoard filled with items worth taking and/or SC donations for items taken. Does that make sense? Again, my opinion. Feel free to speak up with your own opinions.

Maybe there could also be a thread to "talk" to the NPC merchants for requests for the hoard? So, if someone needed food, a specific herb, nesting materials, amusement, etc. they could place a request for more of those items to be in the hoard. But of course, they would still have to either donate to the bank or give an equal-value item back to the hoard. Or, if someone is a frequent donator, they could be like "I'm providing a lot of food for the hoard, but my hunting patrols are getting a lot of open wounds. I'm not going to be able to continue to provide food for the hoard without this medicine." Oooo, another idea. we could also have an in-roleplay debt system. Like, maybe Midnight's pups are dying from pox, she puts in a request, and I give her a bunch of balms to save her pups' lives. Then at the next gathering, my lead wolf brings up a controversial idea that the other leaders are adamantly against, but before Midnight's leader can speak, my lead wolf can remind them of what we did for them, leaving leaders to decide on doing what they think is right or following along to avoid another's pack's wrath. I'm spitballing ideas here. Give me your thoughts, opinions, critiques, and other ideas!

And finally, yes, I think headers will be necessary. Since locations are staged in different topics, I don't think it's necessary to include them in the header. But, I think it would be cool to have the wolf's name, gender, pack role, and level above their response. And maybe also include a bold "mentions" section. Maybe something like this, for example:

Swiftstar | Male | Leader | Level 13


Mentions: @thesacredorchard (Pathfinder)


I think I've commented on everything we've been discussing so far. Have I missed anything? Any questions for me?

Once the group is created, I'll create a topic that kind of summarizes what we've discussed so any new member can get a basic layout of how the roleplay works.
River 🏳️‍⚧️
#119120

Posted 2024-01-17 22:13:34
Apple, if that's what you prefer to be called, can you be in charge of implementing the NPC merchant/trading system with wolves beyond our borders? I'd love to see it in action and I feel like since it's your idea, you're the best person to put this into effect.


I have returned from work and school, with *LORE*.

Faraway, beyond the Glaciers and the Tundra, lay a Northern pack known specifically for its territory's trinkets and other items of value. Over time, these wolves discovered that they could trade these items for other things as well as services to neighboring wolf packs - i.e. protection from outside threats and food when it grew scarce. The pack grew wealthy from this system and developed a "rite of passage" of sorts - a young dispersal who itches to leave the safety and comfort of home, going out into the world to trade the wares they collect for others and making a name for themself through trade, much like their ancestors before them. This is known as the Trader's Way of the Pack of True North.

The Trader (at least, the one I have a concept for) that our group will deal with is a young (1.5 year old), hot-headed, eager-to-prove-himself male by the name of Clouded Mountain. Clouded Mountain is younger than your average dispersal by half a year, but his parents couldn't keep him home - thus his rite of passage began early and he wasn't necessarily ready for it. He's got that teenager attitude still but the wild is giving him a run for his money. He will do anything for a quick ego boost, but his training is that of a fair trade.



The lore as I've written it would allow for multiple Traders selling different wares, depending on what angle we're going for and what we have to offer in any individual raffle. Some Traders could stick around (like Clouded) and some could be a one-off thing.



I am as of yet unsure as to what the proper system could be, as I've never done a Clan raffle and do not necessarily know how they work and how it could be edited to better suit the character - but the idea that Clouded would trade diamonds for rare fish is hilarious to me for some reason.

Feel free to pitch ideas!

thesacredorchard
#10528

Posted 2024-01-18 02:11:17
I don't know why I've been so stupid, but I finally found out hiw to make those quote block
So if I use those a lot, it's because I want to try them out XD

Midnight, can I put you in charge of creating the map for us?

I think I can do this! But first up, I need to know how we want to implement the map; should I draw it, etc.?

For example, a Level 6 can't defeat a Level 12, but a Level 6 and a Level 7 can team up and beat a Level 12. Does that sound reasonable?

Sounds very reasonable to me!
I also remember season one book six of the WarriorCats series, where that flood of apprentices killed Bone in the battle against BloodClan.
Let me make an example: Bone was a level 19 wolf (Scourge was 20 lol) and every apprentice was level 1 if we put it into the Wolvden universe for example.
I think there should be kind of an outnumbering system; I think if there were for example five apprentices that had some training before, I think the chances for an, let's just say, level 8 opponent would be slim to succeed, even though the apprentices' combined level is 5, not 8 or 9.
What are your thoughts on that?
And I feel like that when to opponents have the same level, we need to randomize who wins. Then, we just need to believe the other player is honest and didn't just say the randomizer said they would win even though it didn't. Have you an idea for an alternate system here?

To me, a remnant of a blue jay feather is not equal to a 20-use carcass.

I value one food use at 4 SC and one amusement use at 8 SC;
BUT in my trades, I always use Amusement scraps, so I kinda separate the value of the item and the value of the uses.
The difficult thing about this is, that it's not always easy to say how much a blue jay feather remnant it something similar worth is.
Maybe we could do some kind of sorting every item into a section, like for example common remnants, and all items in a section have the same price. Is that reasonable? I'm not sure
It's also important to watch what they give;
For example, let's just say there would be the sections common, uncommon, rare, ultrarare and legendary. (I know it's not as simple as this, but just want to make an example so you understand my thought.)
Let's say a bone remnant would be valued at 2 SC and be in the common section and a nesting material would be valued at 60 SC and be in the uncommon section.
Now, some person comes and donates 30 bone remnants for a nesting material; you get what I mean?
We should implement some kind of system there that you can't trade items of a lower section for items of a higher section, except the item is really needed; because we don't want the hoard to be overrun with bone remnants lol.
This is still very rough and probably too complicated to implement, sorry

Also, btw, I laughed so hard at the example of my pups getting pox.
I mean, it's a super idea to implement that into the Rp!
It just came out of nowhere and was kinda funny.
Like, maybe Midnight's pups are dying from pox, she puts in a request, and I give her a bunch of balms to save her pups' lives.

Very heroic! :D
(Sorry if that sounded rude, I meant to make a funny joke and it's actually a super idea!)

And finally, yes, I think headers will be necessary. Since locations are staged in different topics, I don't think it's necessary to include them in the header. But, I think it would be cool to have the wolf's name, gender, pack role, and level above their response. And maybe also include a bold "mentions" section. Maybe something like this, for example:

We did this in the old WCFC! Would definetely help to do that again.

I have returned from work and school, with *LORE*.

The lore is awesome! The NPC sounds awesome, in general! And the drawing is gorgeous!

I am as of yet unsure as to what the proper system could be, as I've never done a Clan raffle and do not necessarily know how they work and how it could be edited to better suit the character - but the idea that Clouded would trade diamonds for rare fish is hilarious to me for some reason.

The idea indeed is hilarious 😆
In WCFC, always only people from the clan were supposed to take Part in the raffle, but I never understood, why.
Wouldn't we get more people taking part in the raffle if we didn't write:
"Please only take part in the raffle when you are a Part of the WCFC"
The only argument that comes to my mind for doing that is that only group members who helped to donate things to the hoard/bank that way are supposed to be rewared.
But doesn't other players from outside of the group that kinda help to fill the hoard/bank by this also deserve a reward?
Also, when we have a private group, we would've very few participants if we limit the participants on group members lol.
If that makes sense to you? Sorry, I sometimes talk nonsense

Midnight
#116791

Posted 2024-01-18 07:48:15
Concerning battling, I like the levels being the deciding factor. And I think it makes sense to have the levels of multiple opponents stack up. But being a stat breeder leads me to prefer using total stats to break a tie, rather than a randomizer. Of course, that has its own issues because it would mean that if two wolves fight several times, the higher-statted one would always win. But we wouldn't have to worry about anyone lying about the random result. What do you guys think?

So we're saying that we need someone overseeing the hoard/bank? I think that might be the best thing, especially if the group grows. We can keep control of fairness even if we can't directly police each other. After all, communism only works in small communities.

I also like Clouded Mountain and the whole idea behind the traders. I could even connect my pack's school to them. Maybe they occasionally send pups out to be educated in WD lands so that they can relate better with their customers. In return, they have given my pack some rare items and currency. I actually have that stuff because I've been playing frugally since public launch. But I'm talking about the context of the RP.

spotpc
#9204

Posted 2024-01-18 08:47:55
But being a stat breeder leads me to prefer using total stats to break a tie, rather than a randomizer.

That seems like a great idea!
And I think we'll also be able to solve the problem about one wolf winning everytime :D

So we're saying that we need someone overseeing the hoard/bank?

I think so, but let's wait and see what the others say.

I could even connect my pack's school to them.

I definetly like the idea of it!

Midnight
#116791

Posted 2024-01-18 13:36:40
I was bored and did some kind of rouge map, sorry, lol.

Of course, this is just a concept and a finished map would be prettier, with camps and special places marked on it and prettier shapes, not just straight lines
The dashed line is how a biome could possibly be split in two parts for two different packs.
Though I'm still worried about the size of the different biomes. The four more averaged-temperated biomes are still very small; I can still change that though!

Midnight
#116791

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