Acceptable static content
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See...now this is the kinda of statics I personally think would be fun. Say you have a section of your server your working on and its not done yet. You have players at the edge of the new area working with a local NPC or some company etc to do quests there. Have players do these "quests" to help open up the new area thats being worked on. Most of us who play MMOs know what im talking about. It would give "storyline" for the new areas opening up. Players would feel like they had a hand in helping get the new areas open.
Im probably rambling but I want quests that actually mean something. I really cannot stand the same old fedex or kill the doomboar quests. It seems like there is no creativity anymore.
Im probably rambling but I want quests that actually mean something. I really cannot stand the same old fedex or kill the doomboar quests. It seems like there is no creativity anymore.
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- Teric neDhalir
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lol. I've just re-visited a thread on the OAS2 forum penned by your good self entitled "Too little persistent content"!Demson wrote:Less XP and GP, more story advancement and plot intrigue. For XP and GP I'll play a MMO, thank you very much.

It would be great to have everything tied into itself and "meaning" something, but that's a ridiculous amount of work. I have some left-field ideas about hooking Dms and players up as it is, so I'm just trying to get a feel for what day-to-day activities are acceptable when logged on "on spec".
Here's a short list that I came up with just off the top of my head:
General:
I'll try to think up some more later.
General:
- - A disabled pirate gives you his map and sextant and tells you where to find some treasure he's been looking for. We may or may not find out that the treasure is not gold, but something unexpected.
- - Reflex: Retrieving a kitten stranded atop a tree.
- Charisma or Diplomacy: Convincing a depressed person not to commit suicide.
- Bluff or Intimidate: Find out that someone owes an NPC some money but the person refuses to pay. Convince that NPC to pay back the debt, thus shifting your alignment. (or kill the NPC and keep he money yourself, thus shifting your alignment)
- - Bard: Perform and entertain bar patrons.
- Druid or more naturey Rangers: Help replant a field. (Might use discipline or concentration, too)
- Rogue: Open a set of locks on behalf of an elderly person who can't do it himself.
I'll try to think up some more later.
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- Nalo Jade
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hmmm Non-combat, not delivery ...
Good idea.
The only 2 factors I would want to see added is believability ... for instance any static that it doesn't make sense to have completed by different PCs multiple times. Go kill "so and so" Whenever PCs talk to each other about what they did yesterday ... they are like PC1 "I killed "so and so" yesterday"... PC2 "really so did I" = immersion killer.
and NO EXP for doing something that does not teache you something adventuring related.
Some ideas.
Training for all class types.
Thieves = "Jobs" for local thieves guilds ... create a merchant that sells "information" on good marks ... he can actually sell keys that will allow the PC to open a door, otherwise not available to the PC... give em a chance to rob something and yet control it.
A thieves guild training house where the PC can practice disarming harmless traps and picking locks, stealthing past mock guards ect ...
Clergy = Working for their temple copying canon text, refilling/blessing holy water decanters, healing/tending to sick... ect
Warriors = Fighting combat dummy's, battling in a no kill arena, working a guard following an NPC from point a to point b, patroling the streets at night for thugs, ect ...
Druids/Rangers = tending to wildlife that spawn "sick", use a conversation on sick animals that does <text appears when PC has special ointment> make em roll a heal / herbalism check to heal the animal, exploring the wilds give the PC exp for each new area they discover that is tagged as wilderness, ect....
Wizards = I love your idea of such and such RL tedious work = new spell, they should however have to pay some kind of few to have access to the books and such, general magic theory time, they are required to listen to an instructor talk for a minute and then once it finishes its "lesson" the player get exp, Look for lost tomes in the local library using the search skill, ect...
General labor good for money but NO exp.
Quests that have some "flavor"....
Local Merchant hires <insert class here> to do <insert action here> being creative here would make things less mundane ...
for instance a Wizard who's working for a merchant to detect "Fool's gold" from patrons, A warrior working as a "demonstrator" for a new batch of swords crafted by a local weaponsmith, something unexpected.
Anyway ... GOOD IDEA !!
Good idea.
The only 2 factors I would want to see added is believability ... for instance any static that it doesn't make sense to have completed by different PCs multiple times. Go kill "so and so" Whenever PCs talk to each other about what they did yesterday ... they are like PC1 "I killed "so and so" yesterday"... PC2 "really so did I" = immersion killer.
and NO EXP for doing something that does not teache you something adventuring related.
Some ideas.
Training for all class types.
Thieves = "Jobs" for local thieves guilds ... create a merchant that sells "information" on good marks ... he can actually sell keys that will allow the PC to open a door, otherwise not available to the PC... give em a chance to rob something and yet control it.
A thieves guild training house where the PC can practice disarming harmless traps and picking locks, stealthing past mock guards ect ...
Clergy = Working for their temple copying canon text, refilling/blessing holy water decanters, healing/tending to sick... ect
Warriors = Fighting combat dummy's, battling in a no kill arena, working a guard following an NPC from point a to point b, patroling the streets at night for thugs, ect ...
Druids/Rangers = tending to wildlife that spawn "sick", use a conversation on sick animals that does <text appears when PC has special ointment> make em roll a heal / herbalism check to heal the animal, exploring the wilds give the PC exp for each new area they discover that is tagged as wilderness, ect....
Wizards = I love your idea of such and such RL tedious work = new spell, they should however have to pay some kind of few to have access to the books and such, general magic theory time, they are required to listen to an instructor talk for a minute and then once it finishes its "lesson" the player get exp, Look for lost tomes in the local library using the search skill, ect...
General labor good for money but NO exp.
Quests that have some "flavor"....
Local Merchant hires <insert class here> to do <insert action here> being creative here would make things less mundane ...
for instance a Wizard who's working for a merchant to detect "Fool's gold" from patrons, A warrior working as a "demonstrator" for a new batch of swords crafted by a local weaponsmith, something unexpected.
Anyway ... GOOD IDEA !!
"The reasonable man adapts to fit the world. The unreasonable man adapts the world to suit him. Therefore all progress is achieved by the unreasonable." - unknown
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Nj's post gave me an idea, which we have been touching the surface of all along, I suppose.
The statics could be given an extra dimension because of a lore experience. Have every quest 'explain' something about the life in the region/setting... The mining stuff could be used to explain the Dwarven citadels and wealth of metals in the Silver Marches, and what effect it has on the region and society.
Since all these quests will most likely be modelled after the lore anyway, giving it an educative spin is a minor step up.
Perhaps I'm not giving concrete ideas. Still, I'm throwing this in anyhow.
The statics could be given an extra dimension because of a lore experience. Have every quest 'explain' something about the life in the region/setting... The mining stuff could be used to explain the Dwarven citadels and wealth of metals in the Silver Marches, and what effect it has on the region and society.
Since all these quests will most likely be modelled after the lore anyway, giving it an educative spin is a minor step up.
Perhaps I'm not giving concrete ideas. Still, I'm throwing this in anyhow.
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ABSOLUTELY !
Not everyone in ALFA is a Forgotten Realms expert, this would be a good way for builders and players to really "learn" the world.
Even very simple quests can "teach" a little something about Forgotten Realms.
Not everyone in ALFA is a Forgotten Realms expert, this would be a good way for builders and players to really "learn" the world.
Even very simple quests can "teach" a little something about Forgotten Realms.
"The reasonable man adapts to fit the world. The unreasonable man adapts the world to suit him. Therefore all progress is achieved by the unreasonable." - unknown
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Very nice. Stuff like a sage in Quaevarr tavern telling the local legends and offering warnings of the commonly known dangers within the Moonwood would be great to see.
Could see a quest where you ask him for a story, end dialogue, wait for him to recite the tale, then get xp when he finishes.
More NPCs with skill checks would be good.
Could see a quest where you ask him for a story, end dialogue, wait for him to recite the tale, then get xp when he finishes.
More NPCs with skill checks would be good.
I'd like to take this moment and pimp my post on this same page.Kest wrote:Very nice. Stuff like a sage in Quaevarr tavern telling the local legends and offering warnings of the commonly known dangers within the Moonwood would be great to see.
Could see a quest where you ask him for a story, end dialogue, wait for him to recite the tale, then get xp when he finishes.
More NPCs with skill checks would be good.

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Current PC: Claina Maynarren, halfling
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- Teric neDhalir
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Ok, thanks everyone, keep 'em coming...
Some of the suggestions are bleeding into the sort of small-scale DMed sessions that I have in mind, such as if you're a cleric of X you're going to be offered the chance of giving the Sunday sermon or performing other day-to-day religious activities (which should put the graded RPXP award system to some use). Lots of other good ideas, too...
Some of the suggestions are bleeding into the sort of small-scale DMed sessions that I have in mind, such as if you're a cleric of X you're going to be offered the chance of giving the Sunday sermon or performing other day-to-day religious activities (which should put the graded RPXP award system to some use). Lots of other good ideas, too...
Finding and retrieving lost farm animals could involve survival or other skill checks, repairing a broken wagon could involve crafting skill checks (use highest), in general tasks that the populace would want done and give a pat on the back for or even a few gold (should be coppers, but they don't exist) should result in a slew of, I believe the correct term is "No-Lo statics." 

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I agree with the posts above and more in that:
Inputs:
1) Class specific statics
2) Ability specific statics (Charisma >13 means people might give work to you, use ability thresholds not ability modified d20 rolls as that's crap)
3) Level limitations (ie 'No i've heard of you this is too menial'
4) Skill based (need diplomacy/bluff/crafting of certain scores, if a certain appraise score is not achieved then you might even LOSE money on a static)
5) Static trees like the loudwater/Rivermoot ones are good.
6) If theres interest above in mining...then why not. Helping a family build a shed for a few hours might also be something good aligned characters might do for free.
Outputs:
1) If improvements beyond exp such as mentioned above as in mage statics = new spells for only a few hours, then fighters should get new swords/shields etc for their work, thieves get traps/tools, clerics/pallies get scrolls etc etc,
2) Exp should be scaled down for higher levels. IE 50 exp for a level 1, 30 for a level 2 etc. A level 10 fighter doesn't learn much from combat dummy practice.
3) Safe statics that could result in loss of gold if you dont do the right thing
4) more items outputs rather than gold (ie you get a brand new quality outfit of the latest fasion (of your choise)from the tailor instead of gold)
5) more non gold/rewards like membership of argent legion, gain a token so next time HDM considers who could become a knight errant of the knights insilver he/she knows they will loko favourably on you (but that might not be enough), a key to a new room/area of training, a meeting with the crimeboss or head druid, the permission to give a sermon in Rhyster Martins etc
6) scaled exp depending on class. An intelligent fighter might be able ot do teh scholarly in13 min task, but exp would only be 20 as it's not contributing too much to fighting. A wizard would get 40 as it's growing their researching skills
7) Alignment changes. Lets use them! Option to fleece a few gold out of the transaction (= 1 piont chaotic) or be completely fair (= 1 point lawful)
Comment: a few RL hours for a new spell? Seems a bit short to me. If someone plays a fair bit they could have like a bunch of new spells within a week. If that's equated to fighters they'd have a whole lot of otherwisse expensive weapons in a short space of time.
Inputs:
1) Class specific statics
2) Ability specific statics (Charisma >13 means people might give work to you, use ability thresholds not ability modified d20 rolls as that's crap)
3) Level limitations (ie 'No i've heard of you this is too menial'
4) Skill based (need diplomacy/bluff/crafting of certain scores, if a certain appraise score is not achieved then you might even LOSE money on a static)
5) Static trees like the loudwater/Rivermoot ones are good.
6) If theres interest above in mining...then why not. Helping a family build a shed for a few hours might also be something good aligned characters might do for free.
Outputs:
1) If improvements beyond exp such as mentioned above as in mage statics = new spells for only a few hours, then fighters should get new swords/shields etc for their work, thieves get traps/tools, clerics/pallies get scrolls etc etc,
2) Exp should be scaled down for higher levels. IE 50 exp for a level 1, 30 for a level 2 etc. A level 10 fighter doesn't learn much from combat dummy practice.
3) Safe statics that could result in loss of gold if you dont do the right thing
4) more items outputs rather than gold (ie you get a brand new quality outfit of the latest fasion (of your choise)from the tailor instead of gold)
5) more non gold/rewards like membership of argent legion, gain a token so next time HDM considers who could become a knight errant of the knights insilver he/she knows they will loko favourably on you (but that might not be enough), a key to a new room/area of training, a meeting with the crimeboss or head druid, the permission to give a sermon in Rhyster Martins etc
6) scaled exp depending on class. An intelligent fighter might be able ot do teh scholarly in13 min task, but exp would only be 20 as it's not contributing too much to fighting. A wizard would get 40 as it's growing their researching skills
7) Alignment changes. Lets use them! Option to fleece a few gold out of the transaction (= 1 piont chaotic) or be completely fair (= 1 point lawful)
Comment: a few RL hours for a new spell? Seems a bit short to me. If someone plays a fair bit they could have like a bunch of new spells within a week. If that's equated to fighters they'd have a whole lot of otherwisse expensive weapons in a short space of time.
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I like all this, and sorry to have my only addition be a negative one, but I dont find the idea of scripted alignment changes at all acceptable. Being that theres almost as many reasons to do something as there are different players, only the most extreme of cases should warrant a shift, and we shouldnt have those as statics.
I do however love this thread in general, and am glad theres folks able to write these things who are willing to take advice from their audience.
J
I do however love this thread in general, and am glad theres folks able to write these things who are willing to take advice from their audience.
J