Orael said:If you want to start another thread asking for this, feel free, but this isn't the place to discuss this.Kalnid said:If that's the case, would you mind listing out precisely what issues will cause a book to be pulled, as well as publicly tagging each newly rejected book in future so as to make it clear and serve as demonstration? The continued refusal to make rejection reasons visibly documented causes problems not only for librarians and authors trying to identify standards, but also for future admins when someone three years down the line goes 'wait why was this rejected I can't see anything wrong with this'.Orael said:1) Your second statement is false. If you have any issues with the way a book has been handled, you can always email support@lusternia.com. Please refrain from making false claims such as this in the future.
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without further notice."
I stand by the Oneiroi's decision to pull the book from the public library. I will specifically withdraw the Oneiroi's reason why and replace it with my own words which I've stated to you several times: We reserve the right to pull writings in the public library in our sole and absolute discretion. Any reason given for pulling a public writing is out of courtesy only and not to be taken as a precedent or a rule.
To add to this, if the initial reasoning is no longer relevant, what is the reason or purpose for continuing to repress the publication of a book? I think it is only right that the playerbase have the right to understand how a system they work within applies to their time and efforts. This is certainly a lot bigger than one situation.
This is my shocked face.
Lusternia is already a game where even the by far most successful players have little to no impact on the actual world itself, even though the story of the game gives them status as massive movers and shakers: Each org leader is the leader of roughly a sixth of the entire world. The story line of the game is pretty much entirely top down with players merely responding according to the scripts expounded by NPCs, waiting around to be told what to do next and complete various busy work obligations to move the story along. This robs all of the game's various mechanical systems of impact, because at the end of the day it just does not matter who is at the helm - player characters do not change the world in any way not entirely dictated and directed by administration. Why then should players take initiative or apply their creativity, when it makes no difference. You can put forth the effort and talent to make your character the best salespreson literally in all of Lusternian creation, but who cares: this won't make your character any more relevant. That sucks, and pulls a huge amount of the fun out of what is at heart a collaborative story telling experience, as all roleplaying games are. This is a throughline in all of my critique, including Economy things.
Though difficult, time consuming, and generally thankless, the scholarly library was the one outlet for expanding the game world that an individual player could look forward to, once the new toy shine wore off. Here alone, the average player could engage in an interactive way with the lore of Lusternia, unlike during events. They could soak up all of the available information, formulate theories, and ultimately expand Lusternia, if they were creative and clever enough. Famously, small things struck upon in this way have been retroactively entered into the game.
Because of the nature of a text based game, the amount of information available to the players as extant facts in the game is finite, while the amount of information available to the characters approaches infinite. To illustrate this, consider a palette item:
What kind of wood is that palette?The player has NO way to establish this a posteriori, by observation. There is a hard limit of knowledge the player can observe, and that snippet is near the sum total of it. However, certainly the character should be able to go about looking at the palette, testing its wood and comparing it to known samples to deduce what sort of wood it is. To capture this method in our characters, we players must a priori decide what the wood is at some point, and either let it stand or be proved wrong. In this case I might decide that my palette is made of oak, a reasonable assertion as it's one of the three trees harvested in Serenwilde and is the easiest to work with of the three. As long as there isn't any contradiction (notice that the palette doesn't specify what the wood is), no player has the ability to contradict that assertion, and while some admin might drop in and say that it's some other wood through an NPC, that's unlikely. I've asserted something into truth! If I got an admin's attention and made the case, I might even get them to establish it such that players COULD see it by observation (by changing the palette's description).
Books were that process of getting an admin's attention, the kind of ultimate force that gives weight to all downstream assertions of facts that shade in the world everyone's character lives in. If someone challenged my assertion that the palette was oak, and said "no, that palette must be rowan" and engaged in emotes counter to mine establishing it as oak, how is that conflict (or any other) resolved? At the end of the day, only an admin or administrative stand-in can, in their authority as "Dungeon Master" of the game, enforcing the common rules of the world.
I could write a scholarly book titled "Functional woodworking: a commodity study" establishing the provenance of typical wood used by Serenwilde and its vassals for various projects based on the flow of commodities through various villages and so on. If I cannot a priori establish that my character has made a study of these things, I must first present the completed idea to an admin to then code into the game or exposit as an NPC to establish it as fact, THEN write it into a book and publish it. Instead of just assuming my character sees these things because they make sense and don't contradict things that are already observable and writing them up. Then, if there's no problems or contradictions that make the observation impossible on the order of "Oak actually doesn't exist in Lusternia what are you talking about" or the like, it stands! The other player might write a book explaining how I've had some flaw in my reasoning or observations but I've established that my player has done these things and everyone has to recognize on some level that it really happened. It's become part of the game world, even if my character's theories are actually wrong, or it turns out they lied. You can engage with it seriously!
Tossing scholarly books because the player had to to establish facts on their own and make conjectures is like sitting down at a dungeons and dragon's table where the dungeon master refuses to acknowledge either way on player actions unless there's a rule dictating what happens. It's bad, the whole enterprise becomes hollow. You might not notice it, and it might not unravel everything, but it corrodes roleplay.
Basically, it's important that players be able to say both "There's a piece of information missing here" and to "That piece of information is this". It's not necessarily as important to have a ruling on that particular information, what's important is the player's ability to make those statements in a legitimate way. In other words, it's important to be able to "make up lore", even if that lore turns out to be incorrect. The scholarly rule added makes it such that you can't write and publish a scholarly work that makes either assertion, correct or incorrect. That's how it's like the DnD example, the game world just isn't working right if you can't fill it in.
theatre due to the snowy weather.
hungering malice.
theatre due to the snowy weather.
hungering malice.
I think it can be distilled into the idea that scholarship is a description of the method, and not of the outcome - the facts being established (or not). The validation by admins of facts about the lore should be left more clearly to the process you describe of canonization by entry into the World Library, not by the scholarly publication process. That any work that is essentially scholarly, in other words that's not obviously categorized as fantastic or absurd, be allowed to be scholarly without considering either way what the actual facts being asserted are. Just to validate the potential roleplay of asserting facts that aren't already established in the game world and leave aside the necessity of carefully evaluating every project's factual content, though you can still do that and permit a scholarly book with a scholarly comment that the divine scholars think that the conclusions are debatable if desired.
There should be a line between what characters think is true and what is actually accurate to the lore of the game from a player perspective. Player characters should be permitted to be incorrect but still have access to the project of valid and legitimate scholarly research, pretty much.
Suggestion is to remove the new line requiring a "factual" basis on scholarly works, shift the reviewing ethos to evaluate only if the methods and observations are reasonable to believe on the part of an educated everyman, and possibly to allow the automatic publishing of any books that fail that test as literary works. This more clearly puts a line between "divine scholars", an IC construct interacting with fundamentally in character books (Which can be wrong or even in bad faith), and the process of validating canonical lore in an absolute sense on the part of ADMINS through the World Library.
that these theoretical interpretations are not in any way proven - these
essay serves more as a pre-registration of my hypothesis in the proudest
traditions of the scientific method, so that none can say after the fact
that I fitted my hypothesis to the experimental results rather than
using the results to validate or disconfirm my prior suppositions. While
I would go so far to assert that they seem plausible and consistent with
the current research in the fields of High Magic and Tarot, I shall not
claim them as Truth until I have seen the evidence myself. (Take
nobody's word for it!)"
Leave the more complicated absolute comparison to "truth" in terms of lore to a World Library application, a much rarer event. Let player characters dispute each other's methods and conclusions on the stage of scholarly publication, allow published scholarly books to be wrong or make a case for themselves. Doing so sufficiently permits for the kind of creation of unimportant/minor evidence as described in the pallete example et. al., which is why it's important.