The wiki uses /tg/'s commoncore, which has always been written for LRP in mind. How can you do good RP if your setting isn’t made for it?
New features/balances eventually conflicts with /tg/'s lore because nobody updates the wiki.
Discrepancies lore, for example, on bee, phobos is the location of central command (which makes less sense because even on commoncore CC’s location is classified), on NSV, phobos is a syndicate shipyard. A mothman is depicted as either horror creature bent on death of those who saw it or as cute monster.
Lack of lore means lack of direction, there’s no goals for what bee should become.
Therefore, I suggest bee to migrate to NSV’s lore instead, which is more developed than what is on sage right now.
We’ve tried that, but honestly I’m not a fan of just a total copy and pasting of NSV lore. I was a part of a team of people a year ago who worked on reworking the lore and spent like a hour and a half going through the lore of NSV.
Read through the most recent rant about beestation, not going to quote like three different things from it but there are some comments on the thread that goes into how in general the server has dropped the pretty abstract and loose meaning of “MRP” to just “RP”. That and I know you probably don’t mean this when you say that but lore is not going to magically change the entire player base. Yes it can help make better characters, but I doubt that people who haven’t played on NSV is going to care much about that lore. I rather literally just make lore that relates to the server than copying the lore from a related server, which is what I’m working on right now actually.
It’s less about the history of Nanotrason and the universe, and more of how things work and why things are the way they are. Like for example, at least in the lore I’m making, the reason you see so many of the same faces every round is that each command outposts has a massive bank of DNA/clones that Nanotrason has collected of qualified people that have the right combination of personality and intelligence to use for the research stations. These clones can be customized by adding knowledge needed for their assigned job, which is determined via a randomized lottery system. These clones can also have misshapes caused by the syndicates and other organizations that can result in things like revolutionaries and changlings. The syndicate can also hack into clones as they’re growing to make them into agents, which also unlocks the knowledge of every job that is blocked off. Clones though can survive their experience on the station and usually have their memories uploaded to update each CC’s memory database for that clone.
I’m part of the NSV lore team and I just wanna say that we literally made our lore to fit into the beestation setting, we’re 200 odd years in the past, and we’ve set up a whole ecosystem with the thought “this is gonna be bee-lore in 200 years” in mind, so it ought to work just fine.
NSV lore is made to be compatible with pre-common core bee, so apart from some historical flavour you’d have to figure that out yourself.
Lots of people, every weekend.
It wouldn’t, as NSV lore is made to result in what is basically your current lore.
I hope more than that read the lore, I saw some people use our lore in-game, so that’s something at least.
Hahahaha, that is just me rambling about the mothmen myth from idea channel on discord. Like in original story about mothman it was a creature that was a scary monster that can kill you. Though some people depict mothmen as cute creature. It is not lore related, it is just me randomly saying about how mothmen are depicted in cultures.