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