For people who don't read liaison reports,
@Ilyon submitted a report that may essentially make all the Hematurgy rituals visible to everyone who joins the Bloodborn, removing the need for new Bloodborn player characters to solve the guildhall puzzles.
Some of the puzzles are terribly out of date and wrong, which leads to frustration, and I do understand why people dislike some of the puzzles. However, my Skype and mobile have both blown up with both former and current players asking me how I feel about the idea that one of the defining features of the Bloodborn may perish, so I wanted to invite some discussion from people. I realize that neither I nor anyone else has any control over what
@Oleis,
@Razmael, or
@Valdus do to any class and that nothing is guaranteed to stay the same forever.
The Bloodborn were originally designed as Aetolia's first stab at an advanced class. Ten years ago, the only people who could join the Bloodborn were those who were already fully Embraced vampires. That didn't last a terribly long time as we (the guild leadership and the administration) came to understand that not having actual novices was extremely detrimental to the guild's ability to thrive.
So, I completely understand the desire to make Hematurgy just like any other skillset in any other guild, where the only work you have to do to learn skills to to acquire the lessons and type LEARN SKILL FROM TUTOR.
That said? I'm a little melancholy when I think that the old method of learning hematurgy may disappear. In the early days of the guild many of us found it enjoyable to solve the puzzles. They were a great source of social interaction for the new guild. It also fit with the whole premise that the practice of hematurgy required sacrifice, because it was often literally true. I can't remember how many times Veovis died tried to figure out Sanguispect or how many afflictions he got when I couldn't figure out Acid Blood.
So, what do you folks think? Does anyone have any reasonable ideas about how we can have our cake and eat it too? Is there a way to make the acquisition of the rituals painless without removing the idea that hematurgy actually requires study, patience, and perseverance? Maybe a quest from Geryon after Rebirth to acquire a tome of rituals? Only revealing certain rituals at particular skillranks?
Comments
It's already painless. People already cheat and use the wiki and acquire instant-knowledge. Even people who otherwise have decent RP standards do it--mostly because you kinda have to, if you want to be immediately viable at PK.
My problem, personally, with this change, is that from an IC standpoint it is basically saying, 'hey, y'know all that guild history/lore that's been going on in the guild for -centuries-?' Yeah? 'Screw you.'
I mean. A very small part of my objection is nostalgic. Like, man, I remember putting heads together with Tenedos and piecing together all the puzzles. And it was fun, and maybe I died once or twice, but it provided us with hours of RP and entertainment and interesting theories. And even once I'd learned, I'd get bored sometimes and look at them just so how to learn them from that way stays fresh enough so I can actually answer novice questions from the people bothering to learn it the right way.
But in honesty, the rituals are one of our very, very, VERY few consistent lore bits. We've loosened the secrecy on them a little, by sticking all of the clues into a book, and giving that book to people who are apprenticed to the guild, but ICly, we've always been discouraged from directly sharing. Helping, guiding, nudging in the right direction, making a suggestion in vein with a common mistake, sure, but generally letting people figure out the actual answer itself on their own. And there was a lot of RP in that. In doing that from either end, seeking help from a guild higher up, or, as my group did when we were learning, from our peers instead, so we didn't lose whatever respect we thought we'd lose from leadership in asking five hundred questions, or in being the peer from which help is sought, or the teacher.
I think this change is excessively detrimental to the Bloodborn as a guild, to its RP, and to its lore in general.
Frankly, the cake is -clearly- a goddamn lie though, because beyond a vehemently spoken 'Do NOT do this if you care at ALL about the Bloodborn history/lore.' I don't know of any suggestions.
Back when we formed the guild it was helpful, but it is out-dated now as people just get it from the wiki or other players, even some systems on the forum have the full rituals added to them. Which does take a lot away from the guild RP. However, that is the way of things, people just would rather have it now than enjoy the ride.
A nice way to fix it would to be have novices complete small quests for Geryon. For example:
Something fun like this is better than a kick in the arse. Also excuse the rushed post I am at work >.<
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
@Damonicus ...so much is wrong with that statement. First. It's available OOC. To people who effectively metagame the information. Which. Though I: don't like it, don't endorse it, raged about it on forums when it first started happening widespread etc etc etc, it does NOT detract from the game RP itself, because IG the RP of it being secret and/or taking dedication/intellect/study/effort/etc to pick up, is still in-tact. The guild isn't effectively just handing its membership and apprentices a list of the rituals. Which is what this is/feels like. This gives nothing back. Ever.
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
The Bloodborn were designed to be a complicated class from the start. They were made accessible to newbies when membership declined to an unsustainable level, in part due to the need to become a vampire first and due to the state Hematurgy was released in (marginally functional). When I took over as GM we had maybe a handful of active members, because we had no access to newbies and relatively few vampires who wanted to become Bloodborn. The guild has always struggled with membership and activity because of the way it was designed and the niche it was intended to fill. In many way it was a fascinating experiment in class design but not one that worked very well in many ways.
So, while I'm saddened to see the loss of the need for new players to at least pretend to do the puzzles, I understand why it's going to happen. A majority of our players either metagame and use Ankyrean Archive or buy a system with the rituals already built in. This is just acknowledging the reality of the situation.
I can certainly sympathize with the stance that the change to the ritual acquisition process removes some of the uniqueness from the class - honestly, I sort of feel the same way. However, what matters is this.
Over the years, I've been helping a lot of people new to the class - both guild members and apprentices - with the rituals. And for the vast majority of them, it was glaringly obvious that they are not enjoying the puzzles at all, and I usually ended up pointing them at the website where all the combinations are listed. In fact, of the people I have personal experience with, I can only think of a single person who did actually enjoy the hard way - namely, myself (yes, I'm weird like that).
I have no way of knowing if the puzzles caused any player to quit (I had several disappear while they were working on them, but I cannot know if this was the reason), but I don't know about anyone who stayed because of them - so the inevitable thought is, what's the point of keeping them? Hence the report.
As for this roleplay argument, if the class RP really is based solely on skill secrecy (which I disagree with), all I can say is, good riddance - skill secrecy has disappeared (or is about to) from all the other classes, and it's about time for it to disappear from Bloodborn as well.
In fact, had the report not gone through, the plan B involved putting all those ritual steps into a GHELP.
I get that it's for new people and making everything pants-on-head easy is the admins' prerogative, but it kind of sucks that we didn't get any warning or time to, you know, realign our RP about it. Now if anyone asks, we just sorta have to shrug and go "yeah for the longest time we did say that but now we don't lol"
I wrote a whole book on the whole Numerology thing - it was beyond frustrating to try to do anything other than bash as Cabalist when the only reply you could ever get from people was 'lol just trans numerology, idk what does what'. So I spent like 3-4 RL hours puzzling out every. Single. Combination. 'Skill secrecy' is, to be kind of blunt, annoying if you don't know the answers OOC already. At least for people like me. I don't mind RPing not knowing how to do something/being bad at doing something, but if I want to go out and pk, or bash, or do anything and I can't because I have to go spend a few hours screwing around with trying to figure out if I need to focus on 6 and 7 or 7 and 9, or if I have to wander around to try to find a phial of blood and an ancient scroll telling me what to chant, I'm going to get frustrated and go do something else.
/2 cents
Your RP can still exist in exactly the same way it does now. We just made the alternative an officially-supported one rather than some website.