Report 1091

Report #1091
Skillset: Wildewood Skill: New
 Org: Hartstone Status: Completed Mar 2013
Furies' Decision:
Moonhart/Wyrden Bark will allow elder trees to be protected for approximately 24
months.
Problem: As laid out in report 1057, Wildewoods cannot participate meaningfully
in protecting Elder trees. After the special report, this remains a problem, as
the solution gave Wildewoods a bandaid to the Sacred Tree problem. As it stands,
a 'normal' druid will have to follow behind any Wildewoods protecting sacred
trees to carve them. Any solution which does not result in something that has
the same sacred-tree-protection functionality as a totem will result in the same
problem, wherein the bulk of work is offset onto a portion of a guild. Beyond
practicality, this is sure to create an unwanted division within the druid
guilds, between people who inherently can help and those that cannot, further
dividing already stretched guilds. This report expands on solutions like
Solution 3 of report 1057.
[A: 0 R: 0] Solution #1: Use Rep.1057, Sol.1 to create an object in the room
 that has a chance of stopping a commune enemy from
 leaving, knocking them off balance and proning them,
 like a permanent FREEZE GROUND.
[A: 0 R: 0] Solution #2: In addition, if that object is bonded (as the one
 bonded location for that druid), have it also use a
 gravity effect on its room and have a chance of
 calling out when an enemy arrives.
[A: 0 R: 0] Solution #3: Use Rep.1057, sol.3 to create an object in the room
 that has no effect but the passive power generation.
 A later report can address this issue further, once
 the essential problems have been solved.
Player Comments:
---[Enyalida on 3/15 @ 19:04 writes]:
My suggestions for what 'an object' could be: 1st) The result can be something
reminiscint of a Wildewood, a tree in the shape of a mortal race. Just as
Wildewoods are people turned to trees, these would be trees turned (only a
little) into people. In solution 1, they'd be reaching out with an appendage to
halt those attempting to leave, and could yell out when enemies approach.
Another simple solution would be that the trees grow a further stage over the
moon cycle they 'gestate' after being touched by the Wildewood, and eventually
turn into gently glowing 'super-Elders', created when a Wildewood 'juices' the
tree up. Eventually the glow fades and it's "merely" an Elder tree again (this
fade should equal totem weathering time, sub the time it takes to transform).
---[Llandros on 3/16 @ 01:06 writes]:
Why not go with some kind of idol that stops people from hurting trees in the
room, to keep it in theme have it be made from comms (help clear comm excess)
and essence instead of using power from powerstones. Short balance/eq to make it
faster to make up for the added cost. The idol decays at the totem rate and has
no crazy extra effect.
---[Asmodea on 3/16 @ 04:24 writes]:
Why not keep it in line with a Wildewood being itself, and perhaps you could
sing or bond with an elder which brings it to life of sorts, giving it the
ability to defend itself or stop enemy movements or something to that effect
rather than another object.
---[Asmodea on 3/16 @ 04:25 writes]:
Yeah, just read Enya's comment, heh, same same. I like that idea of turning them
into a somewhat sentient being
---[Viynain on 3/17 @ 08:00 writes]:
I am confused by this report. If the issue is a lack of 'meaningful' protection
of elder trees, why are the proposed solutions something that don't expand upon
the ability Wildewoods do have (Moonhart) instead of super-buffing the person-
totem relationship in the manners outlined above? Furthermore, aren't Wildewoods
Stag-users, too? Why expand the person-totem relationship further past what
Stag-using warriors currently possess? For these reasons do I oppose this report
and suggest focusing on Moonhart itself (as an actual solution, lengthen
Moonhart's effects to 5 RL days and/or increase the number of elders
protectable).
---[Enyalida on 3/17 @ 15:19 writes]:
What? Inherent to the idea is that Elders become something else for the same
amount of time that they become totems (~249 days), during which time they
cannot be chopped. That's the meaningful protection for elder trees, which is
included in every solution. Extending the Moonhart bark effect for 5 RL days
does nothing to touch the problem outlined, only ~10 RL days would do that (The
length that totems last), and is thematically boring. ADmins have expressed
interest in a totem-like solution, as long as the resulting item is definitivly
NOT a totem. So, different description than a totem, looking for different
mechanics when compared to a totem. I'm not sure what you're talking about here
with the 'person-totem relationship'. These would still be stationary, and in a
location where much fighting won't happen, it does nothing to buff the
Wildewoods, so I have no idea what you mean there. As to why Wildewoods should
have a more involved 'totem' experince than Warriors... it seems obvious to me:
Wildewoods are people who gave up their original race and form to become trees
so that they could better protect the forest (And its essential sacred trees).
Why would half-tree people have an equivalent relationship to trees as normal
people?
---[Enyalida on 3/17 @ 15:22 writes]:
@Llandros: That would make it so that Prime Serenwilde involves unbreakable
melds. Real fighting doesn't really happen on prime, but that would quash it
permanently. Anyways, having it be made out of wood (our commodity of choice)
would negate the usefulness of protecting non-sacred trees with the effect.
Again, I had the report up fishing for solutions and suggestions for effects for
over a week, no response! Solution 1 is a pretty minor effect, all told (keeping
in mind that the only fighting that happens in prime forests are one-man
'raids').
---[Enyalida on 3/17 @ 15:28 writes]:
@Viynain again. There was a tiny expansion to Moonhart bark planned, but it was
scrapped in anticipation of this kind of solution (or so I'm told on good
authority). I included solution 3 in case there was some kind of huge pushback
against the already pretty mild solutions 1 and 2. Keep in mind that cities have
protections that lock down enemies for a brief time with a powerful aff combo
every time they move. This would be a much gentler effect, in exchange for
lesser power generation, and would be in less of a percentage of rooms as
ubiqitous statues.
---[Eventru on 3/21 @ 04:00 writes]:
*to give it as an effect
---[Eventru on 3/24 @ 05:47 writes]:
Well, that obv wasn't meant for here.