I find teleportation both immersion weakening and overall a big negative on the kind of characters and stories I tend to find interesting. Teleportation trivializes much of the difficulties faced by normal people, and kind of changes the overall dynamic of the story in ways that undermine the more human and relatable storylines that I tend to focus on. Not to say that I have never teleported at the behest of another player; I just basically ignore it as an option until someone else literally makes it happen.
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Poll: Does your character use teleportation? You do not have permission to vote in this poll. |
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Of course, it's the best way to get around | 17 | 20.00% | |
I try to avoid it in favour of more conventional travel methods | 60 | 70.59% | |
I do not teleport IC at all | 8 | 9.41% | |
Total | 85 vote(s) | 100% |
* You voted for this item. | [Show Results] |
On the topic of "teleporting" in RP |
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RE: On the topic of "teleporting" in RP |
08-18-2015, 02:06 PM
(This post was last modified: 08-18-2015, 02:13 PM by Sounsyy.)
(08-18-2015, 12:38 PM)Flickering Ember Wrote: I wonder if for example, if there are limits with teleportation that would prevent one from teleporting during a combat? Does it work in stressful scenarios? What if your hands are bound--could you still teleport? Well, we can choose to look to game mechanics for this one. You cannot teleport while moving or if something hits you. Meaning the spell could easily be interrupted or go horribly awry should it be used under duress. There's some lore that seems to support this as well: Camate Wrote:To traverse the Lifestream safely with Teleport and Return requires a great deal of spiritual energy, known as anima. While many individuals, such as adventurers, possess the fortitude to endure such travel, some individuals do not. I wanted to draw attention to the bolded. While specifically he's talking about one's anima or spiritual energy, we could infer that if someone were being tortured, eaten, or held under duress, this might severely damage one's "fortitude to endure." Not many people could meditate while being tortured. Nicia Wrote:However, our ancestors discovered ways in which, through meditation and focus of spiritual energies, one could reduce her body to aether without losing the grip on her soul... But most importantly: Urianger Wrote:Unlike the teleportation magicks of modern times, [Flow] requireth not a lengthy incantation. It takes 2.5 minutes Eorzean time to cast Teleport. That's two whole minutes that the caster must remain still, in meditation, chanting, and uninterrupted or hurt for the spell to go off successfully. While under duress, the incantation may even take longer to accomplish or be too dangerous to pull off in the first place. EDIT: 2.5 minutes doesn't seem like much, but listen to Johnny Cash's "Ring of Fire" from start to finish and that's how long it should take you to ICly cast teleport. That's a lot of awkward standing around murmuring to yourself. Ring of Fire Hope this helps! |
RE: On the topic of "teleporting" in RP |
08-18-2015, 02:30 PM
(08-18-2015, 01:11 PM)Caspar Wrote: (...) and even if the captive is a powerful Mage, the captor can take pains to prevent teleportation. For instance, a 1 gil rag used as a gag. We know from the mechanics that spellcasting in XIV requires both fine movement and speech by the mechanics; anything that gets in the way of those will prevent casting. So, just as one would handle a wizard in D&D, imprisoning a spellcaster in XIV would nominally involve binding and gagging them. This is probably a good idea with adventurers anyway -- you never know what they might know how to do! The Freelance Wizard
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RE: On the topic of "teleporting" in RP |
08-18-2015, 02:44 PM
I don't normally use Teleportation very much in my RP, but I have before.
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RE: On the topic of "teleporting" in RP |
08-18-2015, 03:06 PM
I wish I had taken a photo of the dialogue, but I remember during the 2.~ quest when you transport the Domans to Ul'dah via the chocobo caravan there was a lot of lore describing how an aetheryte wasn't built in Vesper Bay for a specific reason... something about the syndicate controlling trade? It's fuzzy to me in my memory.
It also seems as if you are transporting a large amount of goods or a vehicle, for example, you wouldn't be able to teleport. For me, this adds to my head canon about the anima strain of teleporting. If my character is carrying a lot of goods or carrying an especially heavy weapon I imagine that it would be extra taxing to teleport that item as well, as it doesn't have its own aether, right? The Warrior of Light is supposed to be highly aether-sensitive and I am guessing this is fairly common in the post-calamity world, judging by the opening cutscene comments about aether sickness. If just being in a aether-heavy environment can cause sickness, I suppose we can imagine teleportation would severely nauseate, sicken, or simply knock out most Eorzeans who have some kind of sensitivity, which I would imagine to be a large number. For myself, I only roleplay my characters as needing to use an aetheryte when they are desperately needed somewhere that is not too far away and when they are in a good, strong physical state. I think the instinct for mage type characters to be much more comfortable the aether inside of them is a good one, too! |
RE: On the topic of "teleporting" in RP |
08-18-2015, 03:53 PM
Teleporting is not uncommon in my RP. However large distances and multiple jumps etc is rare. As the one who has been regularly the "pursuer" in combat RP, I prefer not to have to deal with having someone randomly initiate a teleport to get out of the combat.
I have had it sorta weakly excused but it still leaves a bitter taste in my mouth. I'd rather never encounter those situations again than to deal with it. I'd prefer having a horse come running by to leave than a teleport. |
RE: On the topic of "teleporting" in RP |
08-18-2015, 04:29 PM
(08-18-2015, 04:24 PM)Aya Wrote:I'd say they used it wrongly if they were able to teleport while running away or in combat, given what the lore describes.(08-18-2015, 03:53 PM)Kage Wrote: Teleporting is not uncommon in my RP. However large distances and multiple jumps etc is rare. As the one who has been regularly the "pursuer" in combat RP, I prefer not to have to deal with having someone randomly initiate a teleport to get out of the combat.Kind of leaves an empty kind of feeling doesn't it? That's part of why I really don't care for it ã€Œè’¼æ°—ç ²ã€ã‚’使ã‚ã–ã‚‹ã‚’å¾—ãªã„!
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RE: On the topic of "teleporting" in RP |
08-18-2015, 05:22 PM
Orrin definitely has the riches, given his background, but still he generally abstains from teleportation because of the lore aspects about it being quite draining. Remember, it takes great mental and physical fortitude to stay not only break yourself down but to reform as well.Â
Even as a Dragoon, which may be the equivalent of being a Navy Seal of the Ishgardian Army, it still doesn't make him impervious to fatigue and duress. Also, imagine the obligations of a soldier in a standing army, if you are off teleporting, gallivanting about and then a call to arms arrives via linkpearl, you'll return to combat ragged, tired, a liability. I'm actually pretty certain that Return is the most commonly used spell as opposed to teleport. Not only is return free, but I can picture many an adventurer or aetherically adept being of suffering from "Resident Evil Rocket Launcher" syndrome where they just have that tool they could use to make it easier, but do not use it for fear of needing it later. Orrin would rather hazard hoofing it to Vylbrand, for example, and instantly return should he be needed as opposed to the other way around. Not to mention that according to Sounssy, if the 2.5 second cast time is meant to translate to 2.5 MINUTES, the resultant cooldown means a Day or more of being out of commission, and that's even as the most special of snowflake WOL. That is not even getting into the possible strain of distance and the fact that you cannot teleport to where you have not been. Hell, you can't even teleport someone WITH you unless you've been there yourself (I know this from wanting to take *Ahem* RP partners to the forgotten springs and find out they haven't been there so we have to run it). So there is an additional selfish aspect to the teleport as well. Sure you could ditch, given you had the 2.5 minutes to cast, but where you can go may leave behind your pals! there are LOTS of ways to get around teleportation for the sake of drama generated via distance. |
RE: On the topic of "teleporting" in RP |
08-19-2015, 12:50 PM
I tend to think that you NEED to be at an aetheryte shard to use the network. Thats how I tend to rp it anyways. Â Lore wise, they are a lot more prevalent and available than the airship alternative I see touted most often.
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RE: On the topic of "teleporting" in RP |
08-21-2015, 03:17 PM
I acknowledge teleportation because the lore supports it. To not do so would be saying word of god isn't worth anything which is as lore brekaing as playing Goku. However, teleportation has some obvious limits. You can only teleport to a place you've attuned to an Aetheryte, unless you use a dangerously forbidden spell that can dissipate you into your component aether forever. Not really worth the risk to use it just to get somewhere fast. Teleportation also can't be done under duress. If you're being hit, you can't teleport. Running? Can't teleport. Fighting? More of the same.Teleportation takes a toll on your body as well. How much? Depends on your fortitude and aether content. I'd say it'd be easier for those steeped in aether to 'port a little more often. Or someone who's done a lot of endurance training.
Do I do a lot of teleporting IC? It's never honestly come up. A'rk uses the Aetheryte as a convenience tool if he has to travel long distances when the alternatives would be more dangerous, such as say, he's in Coerthas during a major snowstorm but needs to get back home because his wife is going to have a baby early. It would be far more prudent for him to find a shelter, and incant the teleportation magic to get back home than it would be to wait out a long snowstorm or try to brave it by chocobo or horse. It's not something you do all day erry day, but as it does exist, it can apply to RP depending on context. Does it remove some of the gritty drama? Sure. But this is a magical world. |
RE: On the topic of "teleporting" in RP |
08-22-2015, 01:56 AM
(This post was last modified: 08-22-2015, 01:58 AM by Glacirus.)
(08-18-2015, 03:06 PM) I'nhalki Wrote: I wish I had taken a photo of the dialogue, but I remember during the 2.~ quest when you transport the Domans to Ul'dah via the chocobo caravan there was a lot of lore describing how an aetheryte wasn't built in Vesper Bay for a specific reason... something about the syndicate controlling trade? It's fuzzy to me in my memory. I wish I could recall the exact text myself, but it comes down to: Syndicate Monetarists were in charge of restoring Aetherytes after the Calamity. They didn't want Vesper Bay to prosper, so they didn't give it one. And with the Scions declaring complete neutrality they were even less inclined to give Vesper Bay an Aetheryte unless the Scions gave them favors in return. Hence their move to Revenant's Toll. It's also stated by the Aetheryte guides in the opening quests that the Syndicate is why Teleport costs Gil to use: it's paying off the "loan" the cities/towns had to take out to get the Aetherytes installed. It's those two reasons combined that my characters ICly don't use teleportation too often outside of Aethernets in cities. Between personal budgeting and a distaste for the Monetarists, he's fine walking or taking a Chocobo. |
RE: On the topic of "teleporting" in RP |
08-22-2015, 12:04 PM
Here's some of the relevant NPC dialogue from Ul'dah, Gridiania and Limsa on Aetherytes. They're pretty much copy-paste between each city.
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