Changing Rules that Discourage Play
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Re: Changing Rules that Discourage Play
We will have to agree to disagree on this one.
Heero just pawn in game of life.
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12.August.2013: Never forget.
15.December.2014: Never forget.
The Glorious 12.August.2015: Always Remember the Glorious 12th.
- oldgrayrogue
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Re: Changing Rules that Discourage Play
+1Heero wrote:Wandering monsters will be accounted for by the random encounters.
'Space' will be accounted for with the multiple 'complexes' of areas that are going to be added for adventure off the OLM. These are 4-10 grouped areas of adventure for exploring (and infesting) and there will be multiple (maybe more if I feel inspired to build more). I understand your concern, Adanu, but 30 minutes of walking a travel map to get anywhere isnt fun for anyone, DMs included since you cant actual place encounters or anything else in the area. And Id argue the same for BGs roads (unless infested, of course) -- walking 20 areas of mundane road with only occasional mushroom spawn to look forward to is hardly conducive to anything.
- Ithildur
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Re: Changing Rules that Discourage Play
Personally I'd love a combination of fast travel points (i.e. caravan/boat system for speedy travel, maybe some kind of 'free ride/ may I accompany your caravan?'' for horse owners) and random area generators upon hitting selected ATs. i.e. instead of the same 6 areas you go through to get from A to B, you may end up going through the same 6 plus a random 4 unfamiliar 'generic' (but thematically compatible, i.e. no desert area in BG) areas, which may or may not have random encounters/wandering monsters. The effect would be a sense of travel taking longer if you're on foot/greater distances/sense of largeness of the server, without actually having to add a bunch of new areas since you can 'recycle' say a dozen or so generic areas; the same generic areas can of course be used as well by DMs for wilderness adventure/encounters, which is bonus.
Just an idea.
Just an idea.
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Re: Changing Rules that Discourage Play
An ambitious builder attempting this will probably want to look into the ACR functionality for area instancing-- some memory leaks in the default NWN2 ones that we have solutions for.Ithildur wrote:Personally I'd love a combination of fast travel points (i.e. caravan/boat system for speedy travel, maybe some kind of 'free ride/ may I accompany your caravan?'' for horse owners) and random area generators upon hitting selected ATs. i.e. instead of the same 6 areas you go through to get from A to B, you may end up going through the same 6 plus a random 4 unfamiliar 'generic' (but thematically compatible, i.e. no desert area in BG) areas, which may or may not have random encounters/wandering monsters. The effect would be a sense of travel taking longer if you're on foot/greater distances/sense of largeness of the server, without actually having to add a bunch of new areas since you can 'recycle' say a dozen or so generic areas; the same generic areas can of course be used as well by DMs for wilderness adventure/encounters, which is bonus.
Just an idea.