' Wrote:Just because you didn't see something doesn't mean that didn't happen. I don't feel like to explain everything to everyone at the smallest question. A lot of things remain hidden for the purpose, it's up to players to discover. The process of finding secrets, discovering new paths and stories, this is what Discovery is about. I can say one more thing: there are lots of opportunities. This is not a cage as some tend to see it as, nor will I make it a cage-faction. Look into the nature of Nomads - they use various means to archive their goals, brute force has never been a single option in their list. There are infiltration, sabotage, persuasion and many other ways. Some of them are waiting to be "discovered".
Come to think: if we put everything into cage, make a spreadsheet of absolutely strict alliances which under no condition can be changed, obligations as to who must kill whom and how many times, make kill ratio for factions, quotas to meet, etc... Will there be a change in the world if all it will do is repeating itself in the short time frame? A foundation for the stories that is based on the events taken in game are the most interesting ones to myself, because they were actually played in game, not made up while listening to music and having much freedom and time at hand. It's being participants, actors and story writers at the same that makes the game enjoyable for many here including myself. Look not how to restrict others but to express yourself within the frame of the game universe. Keepers were created from such opportunity.
Roleplay-wise Outcasts were not involved in the nomad war of 800-801 A.S., that is despite them being the closest house to the nomad worlds. Outcasts call Nomads as "spirits" (there is rumor referencing Nomads in Malta bar from original game). Though never been an allies or friends or even neutral they weren't bent on destroying each other contrary to what some tend to think. Perhaps another mystery to find out...
One more note: we did scan after the fight, there was only one Outcast survivor and he fled very quickly before we could catch him up, perhaps he was afraid of being next target. Nomads took some of the survivors with them and left the rest to the merciful fate. Why and for what purpose? Questions come, yet answers are not necessarily to follow. Perhaps some will find out why, but then again - may be not.
You want to know what to expect from us, so here it is: expect the unexpected. You can find patterns in their behavior but that's about it. Don't base your expectations just on them alone, and certainly there is no point in starting threads whenever the result doesn't match it. Freedom comes at a cost of responsibility and we fully acknowledge it. Patterns are not rules, just because they tend to be common doesn't make them the only possible outcome or a solution, there are many exceptions and many opportunities in using those to enrich our gaming and roleplay experience. Who knows what to expect, but one thing for sure: I'm the absolutely wrong person to ask such questions. Avoid contact or seek it purposely - it's entirely up to you.
Bingo! What creates interesting RP is the unexpected! If everything is exact, planned and right to the letter it leads to boring repetitive RP and it doesn't take a genius to realize doing the same thing over and over is boring as heck.
The best factions in roleplay are those that work behind the curtains, the ones that you know are there but never see act, the ones that are the puppet masters if you will. While it might now appear to the public eye such background work shows absolutely nothing and makes the faction appear worthless/non-rpers. It truly is the contrary and is an expertise in the field of roleplaying. Such a feat cannot be obtained by saying "THIS IS BLAH BLAH FIGHTE #1 ENGAGING PIRATE-8912ALPHA", that's roleplaying in a stream line manner and has about as much imagination as naming your character "Joe Bloggs"