karthos wrote: » Why?
shoklen wrote: » Do it like in Star Wars Galaxies.. (okay maybe not exactly)... In that game the only way to 'heal' mind wounds was to be entertained by other players in the Cantinas... Drop in the local tavern, relax, get a buff (or xp boost?)...
Caeryl wrote: » It’s been stated player-owned taverns will offer provisioning such as food and drinks that provide buffs. You will be able to rent rooms which presumably means well-slept bonuses may exist. Taverns may be focuses for quest prompts.
Caeryl wrote: » It’s been stated player-owned taverns will offer provisioning such as food and drinks that provide buffs. You will be able to rent rooms which presumably means well-slept bonuses may exist. Taverns may be focuses for quest prompts.https://ashesofcreation.wiki/Taverns
nagash wrote: » odd post
azathoth wrote: » Perhaps they are closet role players that can only experience the true joy of role play through watching/listening to others because they feel as though there is a social stigma to playing 'make believe' as adults. .
TheNobleOne wrote: » Awesome, we're getting Taverns! Great... so uh... what's the motive? Now don't get me wrong, I love the idea of Taverns having the opportunity to settle down somewhere in the world of Verra and I also get the RP influence that comes along with it, but, I am struggling to find the motive to want to keep coming back to "The whatever Inn" other than that reason. What I see happening is that players will completely overrun the Tavern after it's doors open (for the first time) for a couple of days, to then eventually it becoming dead silent in there. I personally believe players should be given a better reason to come and visit "The whatever Inn" somewhat regularly other than for the purpose of Role Play because let's be honest, the majority of us would only spend like less than 5% of our overall time Role Playing at all so, the question is, what can be done to enforce this idea?
wolfwood82 wrote: » TheNobleOne wrote: » Awesome, we're getting Taverns! Great... so uh... what's the motive? Now don't get me wrong, I love the idea of Taverns having the opportunity to settle down somewhere in the world of Verra and I also get the RP influence that comes along with it, but, I am struggling to find the motive to want to keep coming back to "The whatever Inn" other than that reason. What I see happening is that players will completely overrun the Tavern after it's doors open (for the first time) for a couple of days, to then eventually it becoming dead silent in there. I personally believe players should be given a better reason to come and visit "The whatever Inn" somewhat regularly other than for the purpose of Role Play because let's be honest, the majority of us would only spend like less than 5% of our overall time Role Playing at all so, the question is, what can be done to enforce this idea? Most roleplayers don't care about you or your attendance. They visit the tavern because they want to. In fact, I foresee this particular request as something RPers would NOT want, as it floods their favorite gathering points with idiots just looking to min/max their game time rather than, yanno, play the role playing game. I'm not a particularly heavy RPer, but even I can see that this is just an attempt to get something for nothing out of the game... The RP community likely won't see advantageous benefits for spending MORE time in the tavern than random players seeking out some stupid boosts, but will still have to put up with said randoms running in and potentially ruining their experience by running circles around RPers or jumping wildly on the counters or typing random nonsense. The less time people spend in taverns, the more time people will spend in taverns.
dygz wrote: » I don't even understand the concept of RP taverns or why taverns are supposed to be a gathering place for RPers. I'm left bewildered every time Steven talks about supporting RPers via taverns. RPers should be able to RP anywhere. Just stay in character and/or focus on what's transpiring in the game rather than talking about stuff that's happening in real life.
TheNobleOne wrote: » the majority of us would only spend like less than 5% of our overall time Role Playing at all so, the question is, what can be done to enforce this idea?