Positive Remarks
Posted: Wed Jun 26, 2019 8:33 pm
Last night Ayergo took something I said as a “gripe”. It was not meant to be, but by the way he said it, it seems clear that he perceives a lot of gripes, which is unfortunate. I would gather that someone in his shoes feels like the only time he hears anything is when something is wrong. If that is true, that is also unfortunate. By way of addressing that, let me offer some praises.
What Ayergo has done with the Waterdeep project addresses many of the short-comings of old ALFA. ALFA died for many reasons, and I’ll not delve into them deeply here, but I have posted on it in the past so feel free to dig through my old posts and read up if you’re curious. Here is what I feel that Waterdeep is doing right which is leading to a revival of ALFA:
There is something to do: Waterdeep has content, things for PC’s to do. You can log in, find a buddy or two, and go find some adventure. There is content at different levels of risk for different levels of PC’s, and variation in the content so it isn’t too predictable. The DM’s add to that greatly. There is crafting driven content, guilds, a functioning economy, which all adds up to PC’s having things to do aside from adventuring. The more involved you get, the more you’ll find to do.
The content is accessible: you don’t have to sit in a caravan for 20 minutes real time, or walk for an hour real time to get to and from an adventure. Much of the content is accessible with an instantaneous carriage ride, and a five minute walk. You also don’t need a DM to unlock much of the content, and in fact static NPC’s readily direct you on how to find the content.
PC’s can survive: sure Waterdeep has lethal dangers, but it offers the ability to quickly get out of those extremely lethal first few levels where an unlucky critical can take a PC out. Healing is available so PC’s can have a chance during an encounter. Equipment is available to give the PC’s gear that matches the threats they face. Characters can die, and do die, which is as it should be. But it is not so lethal that the only logical thing for a character to do is sit inside and avoid near-certain death by venturing out.
PC’s can grow: nothing frustrates a gamer more than playing a character for long periods of time and there is no growth. Role playing games are centered around character development. You can earn meaningful XP in Waterdeep, and your character can evolve.
Magic items are attainable: It is part of D&D that characters gain gear as they develop. It is baked into the CR ratings of the creatures they face for balancing purposes (i.e. fighting a vampire which requires a +2 weapon is kind of impossible in a world that has no +2 weapons). Waterdeep's loot tables drop magical gear commiserate with the creatures killed, and offers the ability to craft gear. What's more, this gear changes the characters (i.e. Hudol prizes his sword, and future skill and feat choices will reflect that). Gaining gear is part of the character development model.
Trust: The DM team is involved and know the players, and there is an implicit trust that is offered. They don’t scrutinize your PC for powergaming traits, overanalyze your character development choices, or worst of all express paranoia about how quickly your character evolves or the gear they attain. I’m sure if something out of balance arises they’ll address it, but players appreciate that trust shown and don’t want to abuse it. In the end, it’s only a game.
Conclusion: Ayergo has done a lot of good things that is leading to success here. There is adventure to be had and character development to enjoy, and as a result people keep coming back. Because there are people, other people are attracted. It is growing and thriving. Hats off to Ayergo and all those who have worked to breathe life into it.
If you agree and/or can add to what I put above, I am sure Ayergo and those who help would like to hear it. Building a project like this is a lot of work, and getting positive feedback is important validation of that work.
What Ayergo has done with the Waterdeep project addresses many of the short-comings of old ALFA. ALFA died for many reasons, and I’ll not delve into them deeply here, but I have posted on it in the past so feel free to dig through my old posts and read up if you’re curious. Here is what I feel that Waterdeep is doing right which is leading to a revival of ALFA:
There is something to do: Waterdeep has content, things for PC’s to do. You can log in, find a buddy or two, and go find some adventure. There is content at different levels of risk for different levels of PC’s, and variation in the content so it isn’t too predictable. The DM’s add to that greatly. There is crafting driven content, guilds, a functioning economy, which all adds up to PC’s having things to do aside from adventuring. The more involved you get, the more you’ll find to do.
The content is accessible: you don’t have to sit in a caravan for 20 minutes real time, or walk for an hour real time to get to and from an adventure. Much of the content is accessible with an instantaneous carriage ride, and a five minute walk. You also don’t need a DM to unlock much of the content, and in fact static NPC’s readily direct you on how to find the content.
PC’s can survive: sure Waterdeep has lethal dangers, but it offers the ability to quickly get out of those extremely lethal first few levels where an unlucky critical can take a PC out. Healing is available so PC’s can have a chance during an encounter. Equipment is available to give the PC’s gear that matches the threats they face. Characters can die, and do die, which is as it should be. But it is not so lethal that the only logical thing for a character to do is sit inside and avoid near-certain death by venturing out.
PC’s can grow: nothing frustrates a gamer more than playing a character for long periods of time and there is no growth. Role playing games are centered around character development. You can earn meaningful XP in Waterdeep, and your character can evolve.
Magic items are attainable: It is part of D&D that characters gain gear as they develop. It is baked into the CR ratings of the creatures they face for balancing purposes (i.e. fighting a vampire which requires a +2 weapon is kind of impossible in a world that has no +2 weapons). Waterdeep's loot tables drop magical gear commiserate with the creatures killed, and offers the ability to craft gear. What's more, this gear changes the characters (i.e. Hudol prizes his sword, and future skill and feat choices will reflect that). Gaining gear is part of the character development model.
Trust: The DM team is involved and know the players, and there is an implicit trust that is offered. They don’t scrutinize your PC for powergaming traits, overanalyze your character development choices, or worst of all express paranoia about how quickly your character evolves or the gear they attain. I’m sure if something out of balance arises they’ll address it, but players appreciate that trust shown and don’t want to abuse it. In the end, it’s only a game.
Conclusion: Ayergo has done a lot of good things that is leading to success here. There is adventure to be had and character development to enjoy, and as a result people keep coming back. Because there are people, other people are attracted. It is growing and thriving. Hats off to Ayergo and all those who have worked to breathe life into it.
If you agree and/or can add to what I put above, I am sure Ayergo and those who help would like to hear it. Building a project like this is a lot of work, and getting positive feedback is important validation of that work.