A pet peave of mine since joining ALFA has been that as you progress in levels the challenge of our (non-DMd) content decreases dramatically to the point when its really no longer "hardcore" and there is little risk of death. I have often thought that an easy solution to this is level restricted static content -- i.e a scripted dungeon crawl or other mission that higher levels can RP in a group and actually face a decent challenge with a real risk of dying -- just like that encountered by lower levels. Obviously, people who don't want to face that challenge and risk don't have to try such level restricted statics. The NPC quest giver should describe the quest in detail when encountered, and can simply say something like "return to me when you have more experience" or something if a PC does not qualify for the quest. Ideally, I would love to see one static dungeon crawl type quest geared to the CR of a balanced party of every level 1-20. OK maybe every level is a bit much, but maybe 6 or 7 in total with a range + or - a few levels for each as to who can participate. These types of quests are something players would look forward to IMO and plan for and have fun RPing with others. Scatter them around the servers and they will promote travel and exploration as well. Oh, and the level restriction should go both ways so that a PC say 3 levels above the CR can't do the quest.
Worthy project? Yes or no?
Level Restricted Content
- oldgrayrogue
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Re: Level Restricted Content
Yes!
Besides, I would assume that since we have ZSPAWN, we would be able to actually scale any and all static quests which involves combat to match the group. It just takes a little bit of scripting
Besides, I would assume that since we have ZSPAWN, we would be able to actually scale any and all static quests which involves combat to match the group. It just takes a little bit of scripting

pragmatic (adj.)
The opposite of idealistic is pragmatic, a word that describes a philosophy of "doing what works best."
From Greek pragma "deed," the word has historically described philosophers and politicians who were
concerned more with real-world application of ideas than with abstract notions. A pragmatic person
is sensible, grounded, and practical.
The opposite of idealistic is pragmatic, a word that describes a philosophy of "doing what works best."
From Greek pragma "deed," the word has historically described philosophers and politicians who were
concerned more with real-world application of ideas than with abstract notions. A pragmatic person
is sensible, grounded, and practical.
Re: Level Restricted Content
Might be better to require IC faction as opposed to simple levels. You can't get faction without doing something noteworthy (=levels), and it gives the "locally rotted" PCs some extra oomph on their home turf even sans DM.
An OOC restriction is just that. Metasilly.
Question on how to note down such faction is another thing, but some sorta flag for "is officer of faction X" should be not hard? Giving such flags is probably best left to DM domain, though.
It's something I've advocated before: Try to tie the scripted content to the DMd game. Scripted content could in many ways multiply DM efforts. For example by letting "officer" PCs lead tough scripted quests.
An OOC restriction is just that. Metasilly.
Question on how to note down such faction is another thing, but some sorta flag for "is officer of faction X" should be not hard? Giving such flags is probably best left to DM domain, though.
It's something I've advocated before: Try to tie the scripted content to the DMd game. Scripted content could in many ways multiply DM efforts. For example by letting "officer" PCs lead tough scripted quests.
- oldgrayrogue
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Re: Level Restricted Content
One way it is done on other servers I have played on is through the use of "quest tokens." So when you join a faction the PC leader of that faction actual has a store of these quest tokens that he gives out to new members that will enable them to get the quest from the NPC. If the PC has the token in its inventory the quest fires, if no token no quest. Having the faction leader do this, as opposed to a DM, makes sense because the whole idea is that this is content players can enjoy when a DM is NOT logged on. Moreover, initiation into the group can be RPd by the members sans DM around the giving of the quest token. I hear you on the perception of meta cheese of level restrictions, but IMO its not that different from what a DM does when they determine challenge rating for an event. Here, the CR is just determined ahead of time and handled by script. Also, the "level limit" can be communicated by the NPC in an IC manner --ie not just "You have to be level X to do this quest." I think Teriq intended to model the WHL statics on a system similar to this actually. Some NPC faction related quests already exist in ALFA. I love the idea of scripted quests related to player factions, but think that generally available scripted content for higher levels, not tied to factions and not requiring DM involvement, is sorely needed.
Re: Level Restricted Content
Already planned, but down the road. Notions of integration with zspawn are already well-described and well-documented in the system's original design document, but the endgame of dynamic/ persistent areas with loot that responds to wealth and challenge that responds to level while encouraging diverse party composition... eh.
Think of us as being on a feat tree; we've just taken dodge, and here we are salivating at weapon master 5. At least by the original design doc.
Think of us as being on a feat tree; we've just taken dodge, and here we are salivating at weapon master 5. At least by the original design doc.