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Post by logan9a on Apr 17, 2019 17:15:33 GMT
Since the vote is heavily in favor of that, I'm working on new lands.
What (in general, not specific) is the stuff people look for in new lands?
(As I get some answers to this question, I will come back and edit this question to make it more exact as to what I'm looking for because I'm trying to figure out a way to phrase it.)
Possible things PC's might be looking for:
New spices (or 'things to trade') Contacts New sources of revenue
What hasn't seemed to get a lot of people super interested is 'dungeon' type adventure zones. Either people aren't really that interested in them ("We're not murder hobos" - which I can't fault) or they haven't figured out a way to take on superior numbers (due to wanting to Conan stuff) and very few bad guys hang out in groups of only three.
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Post by Fantômas on Apr 17, 2019 23:07:07 GMT
Not sure if this is something you have already done for existing and new zones and nobody has worked out how to do it/spent time doing it - ways of locating gates. Eg for urban zones, looking into myths/legends to see if that can help in working out where a gate may be
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Apr 17, 2019 23:28:49 GMT
How about a zone in which spending time only affects that zone and not any of the other zones. Except maybe you can't heal in it at all nor regain any MP. Or something.
Although you mentioned there hasn't been much interest in "dungeon" style areas, perhaps something akin to the sewers of disappointment except it's filled with different enemies and obstacles (and puzzles! Those are my favourite) with occasional rest zones or something. Clearing it yields some cool reward or whatever, but doing so would take a considerable amount of time and effort. Perhaps splitting it into several sections, each section being a separate mod. Could be a place for people to go if they are seeking some action. Or death. Either works.
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Post by logan9a on Apr 17, 2019 23:54:04 GMT
Not sure what the difference between that and a 'dungeon' is.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Apr 18, 2019 0:06:25 GMT
Depends on the type of dungeon. I should clarify. I was envisioning a dungeon that can be knocked out in one session when you originally mentioned it. I'm talking about something that would require a lot more forethought with not just "there are a bunch of enemies here that need dealing with", but other interesting obstacles as well. Example: there is a 30m wide chasm between the players and the next area. Find a way across. Simple, yes, but just an example. Might need to pool their resources from other zones in order to get across. Or maybe one particular person can fly them across or whatever. You know, those sorts of things might be interesting. I still smile when I remind myself of your fucking door puzzle at the snake building.
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Post by Fantômas on Apr 18, 2019 0:37:52 GMT
Depends on the type of dungeon. I should clarify. I was envisioning a dungeon that can be knocked out in one session when you originally mentioned it. I'm talking about something that would require a lot more forethought with not just "there are a bunch of enemies here that need dealing with", but other interesting obstacles as well. Example: there is a 30m wide chasm between the players and the next area. Find a way across. Simple, yes, but just an example. Might need to pool their resources from other zones in order to get across. Or maybe one particular person can fly them across or whatever. You know, those sorts of things might be interesting. I still smile when I remind myself of your fucking door puzzle at the snake building. Dungeons of poz drain are not my idea of fun.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Apr 18, 2019 1:21:14 GMT
They're only a drain because we tend to go into them like traditional D&D; run in and kill everything. The tentacle monster in the sewers had all the potential of being a hero point suck, but we found a way around that. I think as a group we only ended up having to spend one point to avoid a catastrophic fumble. And as I mentioned earlier, there is no need for a dungeon to have monsters in every room.
What I refer to as a dungeon is merely a set of challenges that need to be overcome before reaching the end goal. Those challenges can vary greatly from traditional kill-the-monsters to solve-this-puzzle to figure-out-what's-going-on things. It's really up to Logan how he would like to design such a thing. Hell, you could have a dungeon that is purely puzzles. Though that would be quite challenging to come up with (but very interesting as well).
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Scott
DORA
(Scott)
*Sigh*
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Post by Scott on Apr 18, 2019 16:57:10 GMT
I agree that no one is interested in "dungeons" full of monsters. That's just one way to do it though. (The least interesting/sensical IMO).
...
I think Glenn would like to find some more traditional mysteries to solve/cases to work.
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