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LCC General Information and FAQ

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Re: LCC General Information and FAQ

Postby Hayden. » Tue Apr 09, 2013 2:48 pm

Bricknook wrote:I think I found the answer with reading just 1 post in 1 topic. :P
Na, seriously: In the "LCC Guild Hall - Information and submission thread" in the opening-post the tasks for each guild and each rank are also explained. If a member of the Heroes Guild wants to achieve the second rank "Journeyman", than one of the challenges is to slay a monster.
The thread doesn't give a description of the monster, so I'd say you can think of one yourself.

Thanks for the answer :D

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Bingo.

(Don't mind Hayden, he's just a little lazy :snore: )

Oi! Cheeky :roll: True though...
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Re: LCC General Information and FAQ

Postby AK_Brickster » Wed Apr 10, 2013 3:21 pm

OKAY EVERYONE - Please Read!

Stuff like this continues to come up, so I'll reiterate again what we've said before:

If it's not built out of Lego, don't worry about defining every little detail of the LCC.

As it says in the first post,this is a MOC-based fantasy world, not an exercise in story writing, city planning and map making that happens to feature a MOC once in a while.

Over-planning and rule-making only serves to restrict people's creative imaginations. It's great to provide a general framework for inspiration, but too many specifics not only restricts creativity, but makes it difficult for newcomers to get involved because the project becomes too complex.

Also, It has been pretty firmly decided by the King's Council that "official religions" are not permitted. Please don't bring up this issue again.
If you would like to incorporate religion into your own MOCs, you are free to do so, but establishment of religions by faction leaders is not allowed.

Also, please take these very well-said opinions into consideration:

Thomas Arrowford wrote:Sorry long post, but I think Hayden raises an important question, not just for Loreos, but also the whole of LCC....

As a fan and player of the game my opinion would be that there should be as little restriction on the individual player as possible. For me the point of both Lego and the game is to be creative and the enjoyment is gained from building your own little world. In light of this I think two things are important.

1. We operate a feudal system of government (to some degree the outlaws are a little more anarchic)– this both fits in with the castle theme and is good as a game mechanism, as each character retains control of his/her own little piece of the world. By joining a faction we give our allegiance to a faction leader and them in turn to the King and his council and they act as a check and balance on the game.

2. There is no scale on the map of Roawia. At first I wanted to add some realism to my stories by being able to define distance and time, but actually it’s much better to be a bit vague about things. The most important reason being that then there’s anyways room for new players to join in. And room for existing players to grow as they move through the game.

Using myself as an example: I’ve carved out my own little area called Arrowford. I would like to create and describe this world and I would like it to slowly expand as I tell this story. In order to do that I don’t want my area defined any more than just ‘the region of Arrowford’ as this then leaves plenty of room for others to come and set up their own worlds next door and also have room to grow and expand as they want to. In return I agree to follow the general themes of the game and directions of the faction leaders and not to interfere directly in other’s games without talking to them first about whether my ideas are ok by them.
This idea of us deciding as a faction what everyone must do keeps coming up, but I disagree that everyone in a faction has to all do the same and reach an agreement about how things are done. In fact if I’ve been following everyone’s stories correctly, I believe there is already at least one republic within Loreos. I think if you have an idea, adopt it in your own bit of Loreos and if other’s like it, maybe they will add it to their’s.

I think these things are important for the game to work and to continue to be interesting for everyone, including potential new members.
I am of cause open to others opinions and the game creator’s decisions. :)

andhe wrote:After reading round a few of the threads let me offer my opinion on things if I may.

Storyline should always be fueled by building.
I.e If you want to introduce a character, monetary system, religion etc as part of your storyline then great. But is it represented by and part of a MOC? I've seen similar groups get bogged down in trying to define every part of their 'world' rather than building and enjoying building. After all, it's about the Lego.

As mentioned in Thomas Arrowford's post, the LCC exists in a medieval/feudal type world. So laws/systems that apply in one area, wouldn't necessarily apply elsewhere. This again comes down to you being given the creative freedom to build and continue your own storyline within the world of LCC. If you see something you like in someone elses story then (with permission) use it in your own, to 'build the world'. Equally if I see something that I'm not keen on, then I am equally entitled to ignore it (except for Kings Council plot points I guess).

Aliencat wrote:
AK_Brickster wrote:I also liked an idea that Wobnam proposed to me off-list: Don't draw anything on the map that hasn't been built yet. Seems simple and would keep all options open until someone actually builds something.

I agree with this more than words can explain.


Basically, it's good to have some shared identity (establishment of a faction currency is fine, for example), but don't get too bogged down in planning all of the details. We've tried to keep the LCC as open to individual interpretation as possible, both so as not to restrict creativity, and also to keep it easy for newcomers to jump in without having to worry too much about various complexities and restrictions.

FINAL WORD - I appreciate the enthusiasm, but from now on, if you want to propose "establishment of", "a new factional identity" or anything that has to do with more than your own MOCs/character storyline, please PM your Faction Overseer FIRST. This goes for FL's as well. We are not trying to be dictators, but in order to deliver a good product, someone has to keep some semblance of order or else the whole system will blow up into chaos. We have been running this project for over a year now, and I think most everyone agrees that it has been a lot of fun. Please trust us that we have your best interests at heart.

Thanks,

Jordan
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Re: LCC General Information and FAQ

Postby AK_Brickster » Wed Apr 10, 2013 11:29 pm

A great question posed by one of our newer members, jman44:

jman44 wrote:...Are there any rules or anything about incorporating someone else's area into a build? For example if I wanted to have my character travel to Bentoft's Toberg, is it common courtesy to ask permission to build on in someone's turf or is it a free thing to do? Because I think it would be kind of cool to tie in player's stories and territory with others but how that is done is another story.

Typically it is common courtesy to ask permission when using major elements of someone else's story for your own, simply because you don't want to contradict their storyline. (example, going to visit Toberg for special training, depicting interactions with other people's special "orders" like Mencot's "Knights of Justice" or Mark's "Areani").

I think most people won't mind, since interweaving the stories is really a big part of what makes the whole community project ....er .....well, a "community project!"

A great example was Andhe's "Garheim LC10, phase 2" entry, where he used the "messenger hawk" element of Brother Steven's phase 1 entry in his own MOC. Stuff like that really makes the project interesting and fun!

If you're not sure if a specific place "belongs" to another member, (maybe you just saw it on the faction map and would like your character to go there) feel free to PM your faction overseer for clarification.

Great question :)
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Re: LCC General Information and FAQ

Postby friskywhiskers » Wed Apr 10, 2013 11:47 pm

Have deleted offending post, thanks for the update.:) :wink:
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Re: LCC General Information and FAQ

Postby Hayden. » Thu Apr 11, 2013 12:15 pm

friskywhiskers wrote:Have deleted offending post, thanks for the update.:) :wink:

The whole post was pretty much aimed at us, being the only FLs active anymore.
Its not really even a proper role, there is nothing differentiating a FL from a member.
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Re: LCC General Information and FAQ

Postby royalbrickcustoms » Thu Apr 11, 2013 12:34 pm

Hayden. wrote:
friskywhiskers wrote:Have deleted offending post, thanks for the update.:) :wink:

The whole post was pretty much aimed at us, being the only FLs active anymore.
Its not really even a proper role, there is nothing differentiating a FL from a member.


Well besides running more contests then member, but even then I don't think you've hosted a Loreos (or even an LCC) contest yet, where as I've already hosted 2 or 3 LCC contests (with Mark and all the rest of the FOs permission of course.

Frisky and Hayden are the two best FLs in LCC. :)

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Re: LCC General Information and FAQ

Postby Hayden. » Thu Apr 11, 2013 2:31 pm

royalbrickcustoms wrote:
I don't think you've hosted a Loreos (or even an LCC) contest yet,
~RBC


I've hosted loads! Such as LC4-Trade with Lenfald, and I came up with a lot more, that Mark posted.
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Re: LCC General Information and FAQ

Postby AK_Brickster » Thu Apr 11, 2013 7:28 pm

Hayden. wrote:The whole post was pretty much aimed at us, being the only FLs active anymore.
Its not really even a proper role, there is nothing differentiating a FL from a member.


I have to disagree. You guys serve an important role in helping keep things organized. Just because we need you to run major proposals by the FOs first doesn't mean that your ideas are unimportant or unwanted :)
I appreciate the contributions that you all make to the project. It would be very difficult to keep this going without you! :D

PS, my FL, Gurusql, is extremely active. However, we exchange most correspondence via PM and email so you don't see how involved he is. :) I can't speak for the outlaws though. They are a different sort of lot down there in the swamps ;)
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Re: LCC General Information and FAQ

Postby Hayden. » Thu Apr 11, 2013 7:36 pm

AK_Brickster wrote:I have to disagree. You guys serve an important role in helping keep things organized. Just because we need you to run major proposals by the FOs first doesn't mean that your ideas are unimportant or unwanted :)
I appreciate the contributions that you all make to the project. It would be very difficult to keep this going without you! :D


I don't believe that to be the case, there is very little a FL does, a FO couldn't do.
The fact a FL, is the closest thing to a deputy, they are kept in the dark a lot, not being privy to the KC, or not actually having much real power, things that keep "scores or records" a lot harder.
And so I reject that "It would be very difficult to keep this going without you!" As its would actually very easy, especially as one faction doesn't even have one, and your faction's FL is hidden from online life, and FO's always have permanent total control.
Which may not be a bad thing, but should not be so easily used.
I think reforms should be made.
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Re: LCC General Information and FAQ

Postby AK_Brickster » Thu Apr 11, 2013 8:48 pm

Feel free to PM me with your suggestions and we'll work something out.
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Re: LCC General Information and FAQ

Postby SSchmidt » Fri Apr 12, 2013 12:32 am

Not to disagree with anything that has been stated here, but what kind of reforms need to be made? I am a newer person in LCC, and the setup we have now is perfect. Simply because it keeps everything open to interpretation and there is room for creativity.

I am all for order, but there is a difference between order and making a bunch of unnecessary rules that just clutter things (just a personal opinion). As a member of Lenfald, I see our faction ran perfectly, and "reforming" the system we have now would cause for an even greater learning curve, which could quite possibly, deter even more members from joining.

As a peon and nobody from Lenfald, these are just my two cents :)
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Re: LCC General Information and FAQ

Postby Hayden. » Fri Apr 12, 2013 1:06 am

The reforms won't affect the members, but would give more freedoms to the FLs, and also make them actually get something valid to do.

Don't worry, nothing I propose will deter me,embers joining, nor you to learn anything new.
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Re: LCC General Information and FAQ

Postby Erasmus_Accasius » Sun Jun 02, 2013 8:57 pm

I'm all in on joining. For the Glory of....let's see....Loreos! :eyebrows: For those of you on MOCpages, you might know me as A Sargent.
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Re: LCC General Information and FAQ

Postby friskywhiskers » Sun Jun 02, 2013 9:16 pm

Erasmus_Accasius wrote:I'm all in on joining. For the Glory of....let's see....Loreos! :eyebrows: For those of you on MOCpages, you might know me as A Sargent.


Hey welcome to CC! We appreciate your enthusiasm in joining the LCC, but unfortunately the Factions of Loreos and Lenfald are currently closed to new sign ups due to faction imbalance. You are still definitely welcome to join Garhiem or Outlaws!
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Re: LCC General Information and FAQ

Postby Erasmus_Accasius » Sun Jun 02, 2013 11:53 pm

friskywhiskers wrote:
Erasmus_Accasius wrote:I'm all in on joining. For the Glory of....let's see....Loreos! :eyebrows: For those of you on MOCpages, you might know me as A Sargent.


Hey welcome to CC! We appreciate your enthusiasm in joining the LCC, but unfortunately the Factions of Loreos and Lenfald are currently closed to new sign ups due to faction imbalance. You are still definitely welcome to join Garhiem or Outlaws!

Oh, sorry about that. Thanks for the warm welcome, though! I appreciate it. I'll gladly join the outlaws, then. :D
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