Infestation Mechanics
Posted: Fri Sep 19, 2014 7:20 pm
Another thing brought up in the other thread:
It actually became a lot more viable when we introduced ACR_Candlekeep (which actually builds a complete server map with all of its ATs on startup), and no connection was made.
So the idea, roughly, goes like so...
-- DM hops onto the server and says "Shit is going down!" -- DM pops open some tool (probably the chooser), picks a group spawn waypoint, and says "This place here is the nexus of shit going down."
-- By some UI, the DM specifies several tiers of trouble that might be associated with the shit which is going down (if it's, say, a portal vomiting demons into the prime, the bottom tier would be small fiendish animals; then dretches, quasits, and large fiendish animals; then all that plus babaus and succubi, and so on), and says how aggressively the threat is growing (that is, how many demons are burping out of this portal per game day?). Optionally, the DM specifies a boss monster.
Then that's all that the DM has to do. The whole thing is set up and the rest of this happens even if the DM spends the rest of the time napping. They could also run events around it, lead parties in to shank the boss, maybe run stuff that slows the hoarde's growth or meaningfully damages their numbers. Whatevs. I'd try to provide a UI to make adjust this stuff.
-- Then every group spawn in that area and adjacent areas turns into the threat (maybe restricted per DM instructions like... night only if it's undead, so thick in the miasma of the unliving by night and completely and eerily barren by day). The outermost areas off the infested blob have the bottom tier of infestation and it gets a tier tougher for every area deep you go in.
-- The system tracks how bad the infestation is; if its population gets too chubby for its current areas, it starts to grow and occupy more areas. If PCs heroically charge in and cull the hoarde faster than it grows, then the infestation will start to shrink.
-- If the DM specifies a boss monster, then finding and killing it stops the infestation from growing, and cleanups from PCs can finally end the problem for good. Also the boss monster is a boss monster per the loot proposal definition (so if you burn up a bunch of consumables while heroically destroying the boss, you can actually find enough stuff to replace them and continue your adventurey ways).
-- If a player group clears an area of the infestation, it's a "static quest" worth 25 xp at whatever CR is appropriate for that tier of bad guy, and you get a phat lewt container for that CR and that much gold (e.g. ~35 gold/character for levels 1-5, ~60 gold for levels 6-10, ~150 gold for levels 11-15, ~300 gold for levels 16-20).
Disadvantage would really just be frontloaded work. We'd need to make this operate to begin with-- but because of old ACR work, it wouldn't be very expensive in terms of server performance to make it go.
Advantage would be that it would create a (granted, shallow) event that's available to all levels and time zones in which the actions of players make measurable impact on the results of the event.
So, firstly, I'd need a server where I can do this-- TSM is code rot and WHL isn't well enough standardized to make writing these hooks a good idea. Would BG or MS be willing? Or both?
Secondly, it'd need an audience; who all would play in such an event?
Extra requirements:
Need to be able to shield low-level static content areas from infestations
Need to be able to cap the tier of infestation spawns in specific (e.g. travel) areas
Interested Players so far:
oldgrayrogue
twin axes
brokenbone
Active support for events like this is something that tech kicked around extremely casually a few years back (like... 2011? maybe 2012? A while ago-- BG tried to pick up Sandermann's population scripts then, but the project wasn't really ready for prime time and thus became the curious and often-drama-filled goblin spawns in the Cloakwood).oldgrayrogue wrote:Employ the Heegz method of an overarching server wide antagonist with set encounters and forum posts to bring the server alive and provide the PCs with a common back story that all characters regardless of alignment or level can RP around. This is not a campaign, it is merely an environmental context for the PCs to center their RP on.
It actually became a lot more viable when we introduced ACR_Candlekeep (which actually builds a complete server map with all of its ATs on startup), and no connection was made.
So the idea, roughly, goes like so...
-- DM hops onto the server and says "Shit is going down!" -- DM pops open some tool (probably the chooser), picks a group spawn waypoint, and says "This place here is the nexus of shit going down."
-- By some UI, the DM specifies several tiers of trouble that might be associated with the shit which is going down (if it's, say, a portal vomiting demons into the prime, the bottom tier would be small fiendish animals; then dretches, quasits, and large fiendish animals; then all that plus babaus and succubi, and so on), and says how aggressively the threat is growing (that is, how many demons are burping out of this portal per game day?). Optionally, the DM specifies a boss monster.
Then that's all that the DM has to do. The whole thing is set up and the rest of this happens even if the DM spends the rest of the time napping. They could also run events around it, lead parties in to shank the boss, maybe run stuff that slows the hoarde's growth or meaningfully damages their numbers. Whatevs. I'd try to provide a UI to make adjust this stuff.
-- Then every group spawn in that area and adjacent areas turns into the threat (maybe restricted per DM instructions like... night only if it's undead, so thick in the miasma of the unliving by night and completely and eerily barren by day). The outermost areas off the infested blob have the bottom tier of infestation and it gets a tier tougher for every area deep you go in.
-- The system tracks how bad the infestation is; if its population gets too chubby for its current areas, it starts to grow and occupy more areas. If PCs heroically charge in and cull the hoarde faster than it grows, then the infestation will start to shrink.
-- If the DM specifies a boss monster, then finding and killing it stops the infestation from growing, and cleanups from PCs can finally end the problem for good. Also the boss monster is a boss monster per the loot proposal definition (so if you burn up a bunch of consumables while heroically destroying the boss, you can actually find enough stuff to replace them and continue your adventurey ways).
-- If a player group clears an area of the infestation, it's a "static quest" worth 25 xp at whatever CR is appropriate for that tier of bad guy, and you get a phat lewt container for that CR and that much gold (e.g. ~35 gold/character for levels 1-5, ~60 gold for levels 6-10, ~150 gold for levels 11-15, ~300 gold for levels 16-20).
Disadvantage would really just be frontloaded work. We'd need to make this operate to begin with-- but because of old ACR work, it wouldn't be very expensive in terms of server performance to make it go.
Advantage would be that it would create a (granted, shallow) event that's available to all levels and time zones in which the actions of players make measurable impact on the results of the event.
So, firstly, I'd need a server where I can do this-- TSM is code rot and WHL isn't well enough standardized to make writing these hooks a good idea. Would BG or MS be willing? Or both?
Secondly, it'd need an audience; who all would play in such an event?
Extra requirements:
Need to be able to shield low-level static content areas from infestations
Need to be able to cap the tier of infestation spawns in specific (e.g. travel) areas
Interested Players so far:
oldgrayrogue
twin axes
brokenbone