Please Start Re-Including Masters! N/T:

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Posted by Diarmuid on August 25, 1999 at 02:47:48:

In Reply to: An answer (but not THE answer) posted by Nepenthe on August 25, 1999 at 01:40:01:

> I would never
presume to speak for the Hidden Master of Demons. But a few observations on how who ends up doing what for ongoing quests:

> -- Time Zone: Graham's post below says it all. If the evil mind or minds behind something are on the other side of the world, your chances are not good for involvement. Or to generalize that idea: Immortals have jobs, friends, families and responsibilities too. Generally one of them won't have more than a few hours on a given day to run something. If you're not around for that time period, you're out of luck. The players can determine quest timing in some ways as well, such as when the one person with a crucial clue item inexplicably quits for the night with it.

> -- Cabal: Certain cabals seem to go for this sort of thing. Some avoid it like the plague. There is little doubt in mind that if a force of magically animated roadsigns, each offering identical directions to a tower of magic with powerful wizards to slay, were to swarm around the Battle cabal attacking anyone who came near, Battle would at best kill the magic signs and promptly forget about them. Well, fine by us - participation is hardly mandatory - but don't expect anyone to break their neck getting you in. Along similar lines, the last generation of Master seemed to by and large be embarrasingly unable to come up with four given two and two, so they tended to stop being thrown as many interesting events. Empire varies by the Emperor; Genofen seemed more than wiling to order his troops out into the desert and investigate simply because he saw snow there. I get the impression, perhaps incorrectly, that Agorinth wouldn't give a damn.

> -- History: There's definite inertia. Those who are involved in a given quest tend to stay involved. Those who are not involved tend to have to work to get in and catch up. There are two reasons for this: First, someone who's seen or at least heard about at least five of the first ten parts of a story has a better chance of doing the right things with the information discovered in part eleven. That just seems to be common sense. Second is the idea that as an immortal you develop a sense of who wants to be involved and will do a good job roleplaying that involvement. Suppose for several days people had been having strange dreams. Why would you bother trying to send another to someone who kept waking up halfway through when someone who did an excellent job of roleplaying the aftermath of their last is handy?


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