The World of Layonara  Forums

Author Topic: The Troll King ~ Active: LORE/MMO/NWN quests/CDQs  (Read 6603 times)

Dorganath

The Troll King ~ Active: LORE/MMO/NWN quests/CDQs
« on: February 27, 2014, 10:49:56 am »
GM Name: The Troll King or CuriousForum Name: miltonyorkcastleBioware Login: kcthecook or LynTobiasBio: I live in the panhandle of Texas, placing me in the CST/CDT zone. I have a six year old daughter who I hope one day, much to the chagrin of her mother, will be an avid roleplayer. Currently, I'm the Coordinator of Client Relations and Research at Texas Tech University. I also have a Bachelor of Arts in Theatre Arts and a Master of Arts in Interdisciplinary Studies from Texas Tech. Role-playing games got a hold of me my first year of undergrad (way back when), and I haven't looked back. I've played a myriad of pen-and-paper RPG's as well as many of the well known video games based off the pen-and-paper stuff.Milty the GM: I've GM'd PnP DnD (acronym city!) for about ten years now. I've played on Layo for, um, a long time (check the forum info), and before I became a GM here I helped the Team with LORE (which I still maintain and hold a dear place for in my heart). I also did a small bit of work for the single player module. I'm currently helping out with the MMO as well as continuing to support the NWN side of things. So. Here's a heads up on a few things you can expect when my quests pop up on the calender. 1) Practically all the quests I run will deal with some ethical or otherwise philisophically questionable issue. The issues are as they pertain to "humanity" in general and to the unique situations within the world of Layonara itself. Be prepared to think. 2) You probably won't run into very many classic puzzles or riddles in my quests. The puzzles you'll deal with will come from how well you analyze and predict the consequences of your actions. 3) Actions have consequences. So cliche' yet so important to repeat often. 4) Combat is deadly. Avoid combat at all costs (unless you're crazy like me and the "deadly" aspect is enticing). That's it for the ephemeral stuff. Here's some mechanical, concrete things to be ready for. 1) Casters, be ready for caster level checks (1d20+ your wizard/sorcerer/bard/cleric/ranger/paladin/did I miss one? level). Feel free to test the limits of your magical ability, cast spells that aren't defined by NWN (so long as they don't violate already stated parameters, like that regarding telepathy), and use your prowess to uncover arcane lore. However, don't expect to do it automatically. And Spellcraft checks aren't enough. (Spellcraft checks represents the non-magical understanding of the Al'noth. "Feeling" or seeing hidden magical auras requires other magic be in place for detection. This "other magic" a caster uses will be represented by a caster level check to determine ability and strength.) Basically, don't expect that your fake image of a cat walking by will look very convincing just because you're an illusionist and you got an SC check of 27 (although I do give bonuses for specialization). Caster level checks will help me determine your level of ability. 2) Resting: I'm not real picky about when and where you rest. However, if you rest randomly in a place that makes little sense to do so or you start a rest with little to no Roleplay reasoning behind it, you may find yourself ambushed by the local monster population. No, that doesn't mean I'm going to kill you for a poor choice in timing your rests; it means I will likely disrupt your resting in some way so that you don't get the benefits of it. A single giant spider usually does the trick. 3) Looting: Unless I specifically ask you not to, then feel free. However, all items must be declared to me at the end of the quest. Also note that some players prefer not to deal with looting on quests, so be considerate. The few gold that you may find on my monsters isn't worth player squabbles.Also, more philosophy is posted below.
 
The following users thanked this post: Hellblazer

miltonyorkcastle

Re: The Troll King ~ Active: LORE/MMO/NWN quests/CDQs
« Reply #1 on: July 11, 2011, 05:13:47 pm »
More Milty RPG philosophy!

Milty's basic guide to the evil/good axis:

I think many players and GMs tend to have at the very least an intrinsic idea of what is Good and Evil, to the point that they can identify and replicate evil/good actions. The alignment that is often argued and given conflicting explanations is Neutral. Too often Neutral gets defined as doing enough good and enough bad to balance a character's good and evil points so that the indicator holds in the middle of the axis. But that's suggesting there aren't "neutral" actions; only good and bad actions done in equal measure to give a neutral result. Neutral actions do, in fact, exist. And in both the real world and Layonara, the vast majority of the sentient population is of a True Neutral alignment. So what is Neutral, and what are Neutral actions?

Let's start by defining good and evil in their most simplest of forms:

Good is being unselfish.

Evil is being selfish.

You say, "Um, but most people are selfish, at least a little." That's true. So are most people evil? No. We've already established most people are Neutral. So what's the difference between a selfish person who is Evil and one who is Neutral? The difference is in what the person is willing to do for his/her own gain. An evil person is willing to sacrifice the life and well-being of others in order to advance his/her goals. A neutral person is unwilling to sacrifice the life and well-being of others for his/her own gain, or is unwilling to go beyond an established social ceiling of acceptable gain at the expense of another (sports actually fall into this category, as it is an acceptable way to gain at the expense of another). In short...

Evil is being selfish at the expense of others.

Neutral is being selfish, but (generally) not at the expense of others.

Time for an example:

The king's taxes are owed. Knowing her neighbor doesn't have enough money to pay the tax,
- The Good person offers to pay her neighbors taxes for her, even perhaps sacrificing her own well-being/livelihood to do so if she doesn't already have the money to spare. The Good person sees an opportunity to alleviate another's misery.
- The Neutral person might offer to loan her neighbor the money if she has it to spare and trusts the neighbor to pay it back, but more than likely only shakes her head and offers condolences, having her own affairs and troubles that need attending. The Neutral sees no opportunity other than protecting her own affairs.
- The Evil person not only allows her neighbor to be drug off for not paying the taxes, but also pays off the local lord/tax collector so that she can claim the neighbors lands and holdings in the neighbors absence. The Evil person sees an opportunity to profit from another's misery.

So, how selfish is your character? How willing is he to gain at the expense of another? How willing is she to sacrifice herself for the gain of another?
 

miltonyorkcastle

From
« Reply #2 on: February 27, 2014, 11:08:00 am »

From http://layonara.com/threads/10162665-question-about-lawful-evil

 

Also of note, in traditional DnD, characters of "lawful" alignments were more concerned with society as a whole, and how their actions affect the whole, rather than the individual. Lawful characters are always willing to sacrifice a few for the benefit of the whole. It's why they are good with systems, and why they like rules, because rules (laws) are used to control individuals so that the individuals will fulfill their duty to society, to the whole.

"Chaotic" characters are all about the individual. Personal freedom and the ability to choose one's own path (rather than fit into the mold society as a whole wants/needs for you to fill) is of utmost importance. This is