' Wrote:I'd rather 'loreplay'(Which is a kind of roleplaying as well because you, well play a role?) an average person of faction X then playing a 10 years old orphan with cat ears that somehow became the Admiral of a big Libertonian fleet.
Why? Because that average person of faction X is going to fit well into the FL universe, the other one not so much. So I guess you are doing it right.
' Wrote:I'd rather 'loreplay'(Which is a kind of roleplaying as well because you, well play a role?) an average person of faction X then playing a 10 years old orphan with cat ears that somehow became the Admiral of a big Libertonian fleet.
Why? Because that average person of faction X is going to fit well into the FL universe, the other one not so much. So I guess you are doing it right.
One can easily roleplay while completely abiding by the lore that has already been written for Freelancer. Roleplaying doesn't mean that you're playing a 13-year-old catgirl admiral; it means that you're assuming the role of your character, and taking into account their desires and personality. You're thinking through how they would personally act in a particular situation. I feel like most faction roleplay takes the individual into account far less often than, say, roleplaying a freelancer or a pirate, but it's still there. Even on the most basic level, one character is still going to have different opinions on how a faction should be run from another one.
I personally do come from a background of tabletop roleplaying and other mediums that were heavy on character interaction, which Disco is, admittedly, less focused on than any other roleplaying environment that I've been in. I do feel like it's still roleplaying, no matter what way you look at it. I suppose the difference would be between whether the way you steer your faction is based on your character's thoughts or your own.
So, when you're leading a faction, do you think about how your character wants the faction to develop, or are your motivations based on the metagame and your own personal thoughts and feelings? The way you seem to describe "loreplay" describes the latter; portraying a faction in the way that you personally feel like it should be portrayed. I myself dislike playing in that way, but I'm not about to tell someone that they can't. It's just that I feel like it's a much more fulfilling experience when your character's feelings are taken into account over your own.
This is the reason I love Generic IDs. Even in my OC faction, we have FL IDs. We make our own Lore, and RP with that. A perfect balance between lore and RP.
Though with anything else other than that faction, RP > LP for me at least, using your way of thinking.
Lore and Roleplay don't fight with each other, a proper character should integrate both into its story. Roleplaying is simply the act of playing a character in a role, whatever that role may be. It is not going crazy, breaking away from lore, and doing your own thing. In fact, that's generally a bad thing and almost never ends well, for the character or the player. Lore should always be a factor for your roleplay. Lore is about 1/3rd of all dev work because it's a vital part of the mod, as it's what the server is based around. A character doesn't have to break from lore to be a good character, well known, influential, whatever it is you want them to be. There is plenty of room for expansion without abandoning the lore behind the faction you play.
' Wrote:Lore and Roleplay don't fight with each other, a proper character should integrate both into its story. Roleplaying is simply the act of playing a character in a role, whatever that role may be. It is not going crazy, breaking away from lore, and doing your own thing. In fact, that's generally a bad thing and almost never ends well, for the character or the player. Lore should always be a factor for your roleplay. Lore is about 1/3rd of all dev work because it's a vital part of the mod, as it's what the server is based around. A character doesn't have to break from lore to be a good character, well known, influential, whatever it is you want them to be. There is plenty of room for expansion without abandoning the lore behind the faction you play.
This..
Uhg, Dab, you always say what I want to say just in an extremely better way. I'm jelly. x3
I'd just like to clarify that I didn't mean to say that I don't support following the lore; I just prefer for actions ingame to be motivated by your character and not yourself. If your character is constructed based on the lore, then what they intend to do will end up falling in line with lore anyway.
To be honest, in my experience you can't really play discovery like a role play game. If you you play it like a role play game, you'll end up attacked by the official faction members of your own faction in one form or another sooner or later, because some other established member(s) thought that you should do what they want (for example, not win against their skype friends in enemy factions), instead of doing what your role would require for you to do. DiscoGC is a skype lancing game, not a role playing game, sadly.
Well it is very difficult to maintain a balance when so many different player factions are involved.
Traditionally in "proper" role playing games, everything revolves around your character/group of characters, and for obvious reasons that cannot be the case on a server like this.
Lore has to be there, as a backbone - something to fall back on to maintain continuity and coherence for all.
If this game was more open to change, it would also be more sensitive to key players leaving etc. It would put the server/community/game in jeopardy to some extent, so a balance has to be struck.
That being said lorelancing can be taken to the extreme at times - also other players' ideas of how you should be roleplaying your character.