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What is the purpose?

Posted: Mon Jun 20, 2005 6:26 pm
by mortaine
What's the objective of Cantr? Not the game-as-a-whole. Rather, what do the characters strive to achieve?

In my case, characters strive for some basic material goods, but the height of ambition is KEYS and SABRES. It seems everyone who has keys and sabres is in charge. Therefore, keys and sabres must be important talismans of power-- they are what defines the powerful in the world.

I have actually surprised myself with how untrusting my characters are when it comes to handing over a key to someone else, even if that other person is just going to copy it or use it for a minute or two. Same with any iron tools I might possess-- they are too valuable to be loaned out!

Posted: Mon Jun 20, 2005 6:31 pm
by nitefyre
I agree that blades, iron/steel, and related items, therefore tools, are the focuses of power in Cantr. Sabres aren't necessarily as good anymore, but a symbol of old power, when they were easily manufacturable yet very effective. Crossbows go to show sheer individual accomplishment, especially in the pre- sem-part production era.

However, my characters, having most of these devices and instruments, prefer to keep what they own on the down low, as to not make themself a big target. That's just part of my paranoia, though. The more confident ones aren't that low key:


* You can see him holding: a brand new claymore;
* a new crossbow;
* a brand new iron shield;
* a new steel long sword.
* a brand new crowbar

Posted: Mon Jun 20, 2005 6:37 pm
by Floyd
Definatly the kind of person i'd target... Then run away really really quickly.... :shock:


Clothes, i like clothes... Nothing better than a well dressed Cantrian! but yeah... you know you've made it when you've got a sabre! Keys are a little too easy.

Posted: Mon Jun 20, 2005 6:42 pm
by Cookie
Fame.

Posted: Mon Jun 20, 2005 6:47 pm
by rklenseth
Depends on the character, their needs and wants, personality, society and culture they come from....so in the end it depends solely on each individual character. In the end that makes it over a thousand different objectives, purposes, and goals.

At least that is how it should be.

Posted: Mon Jun 20, 2005 7:01 pm
by Sarah
Well, if the character wants wealth, nice clothing, a big house, and expensive weapons (even better if you don't intend to use them) are great indicators of wealth. When you can waste valuable resources on pointless items, you've got it, and you're showing everyone else how wealthy you are.

It does depend on the character, though. Some could want wealth, or power, friends, to be loved, to be famous, to be knowledgeable, etc. . . .

Posted: Mon Jun 20, 2005 7:25 pm
by rklenseth
I don't think weapons or keys are symbols of power. One man with a sabre and a locked building can do little and has little power. Those things are illusions of power.

Real power is in groups, organizations, and the such. The Alexian Empire, Alenz Hills Mining Company, and DoUrden Estates are all symbols of power because they were able to organize large groups of people and get things done. They also have had lasting power on the cultures of the places they touched. Those are symbols of true power.

Posted: Mon Jun 20, 2005 7:46 pm
by kinvoya
Now-a-days my chars want to find a good small town to live in except for a few who want to explore the high seas.

Finding real friends is good. Not counting love relationships only one of my chars has found someone she considers a true friend rather than a work associate or aquaintance.

I used to have some who were interested in power (in my old account) but found out it was just a big pain to be in charge of things.

Many of my chars like to make nice clothes and jewelry but usually don't have access to the resources.

It's almost a necessity to have a locked building or boat now to keep things in, so striving for iron is really striving for the security of a lock.

Posted: Mon Jun 20, 2005 7:48 pm
by Nick
kinvoya wrote:It's almost a necessity to have a locked building or boat now to keep things in, so striving for iron is really striving for the security of a lock.


Or you can always go for the magic lock created when building a boat entirely out of wood.

Posted: Mon Jun 20, 2005 8:00 pm
by kinvoya
That's true but a char can still be attacked on a boat so not as much security.

Posted: Mon Jun 20, 2005 8:47 pm
by formerly known as hf
BORING!

Who needs sabres, keys, even iron...
When you can have CARROTS
(or pretty diamonds... on rings... mmm...)

*looks for some 'imagination dust' to sprinkle Cantr players with

Posted: Mon Jun 20, 2005 9:02 pm
by rklenseth
Ever read a short story called "The Lottery". I would like to set up a community based around the same idea. That is the purpose of one of my characters. :twisted:

Posted: Tue Jun 21, 2005 12:11 am
by AoM
Umm... good luck with getting THAT community going, RKL. I'd be very interested in learning how you intend to accomplish that? And I'd be very impressed if you could provide a legit reason that it actually accomplished something useful.

Posted: Tue Jun 21, 2005 12:15 am
by nitefyre
Serenity wrote:I don't think weapons or keys are symbols of power. One man with a sabre and a locked building can do little and has little power. Those things are illusions of power.

Real power is in groups, organizations, and the such. The Alexian Empire, Alenz Hills Mining Company, and DoUrden Estates are all symbols of power because they were able to organize large groups of people and get things done. They also have had lasting power on the cultures of the places they touched. Those are symbols of true power.
Military powers, perhaps.

But I still think single people can make statements that will forever last in Cantr History, as long as characters pass on the 'lore from generation to generation. An example of which, would be El Adan standing up to the SJs.

It has been immortalized in writing and is epitomized in a still living family, the Nosse.

Posted: Tue Jun 21, 2005 1:03 am
by rklenseth
Avatar of Meisora wrote:Umm... good luck with getting THAT community going, RKL. I'd be very interested in learning how you intend to accomplish that? And I'd be very impressed if you could provide a legit reason that it actually accomplished something useful.


Why not? The whole idea behind the Lottery was that if they killed someone once a year it would get rid of their temptation of murder thus their community would be peaceful year round.

Anyways, you are right. It is almost close to impossible since the characters are imbued with the moralities of their players. That is perhaps one of the main problems of Cantr. Characters don't develop their own sense of morality and instead automatically take up that of the player's morality (which is mostly Western in nature). If we got pass that barrier I think we would see some very interesting societies develop.