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Messages - Pen N Popper
As I surf around the various video games, I consistently grow nostalgic for the worlds that defined me as an RP player. It is the world, not the game medium, that engaged me. The fellow players, the evolving world lore, the sense of belonging, that drew me in.
I am thankful that these forums still exist, as just a few other persistent NWN worlds still do, so that I may occasionally drop by. With each login of another game and world, it is still compared to the rich entertainment that past communities produced.
I still hold out hope... hold my breath... for a platform that may reunite our collective worldly imagination. Until then, my heart felt thanks to all those that influenced and contributed to my own virtual stories.
May the dragons continue to whisper.
« on: December 04, 2013, 04:34:57 pm »
Umm... you know what would get me back? How about some RP here
Is the next-generation actually still in-progress? You'd being doing yourselves a big favor by figuring out how to fire up the belly of a sailing ship... then a deck... then another ship off the port bow! Attack! Then... what could be more exciting than a new story that literally starts from nothing, a simple ship, and grows in unknown directions.
Crikey I don't understand Layonara strategy at all!
https://robertsspaceindustries.com/ They've raised $34M and _won't release for a year_!
« on: December 04, 2013, 03:24:20 pm »
Would there be interest in re-establishing a community on another gaming platform? I honestly don't have any suggestions, or preferences, to which game could be chosen. The goal would simply: Land somewhere where RP could happen effectively amongst the group. Having worked in the tech world for so many years, I know there is true value in having a core like-minded community. Find a niche problem to solve, drive a wedge into the crack, and expand.
Minecraft - Very attractive to a wide range of player ages, extensible, easy to tie servers together (you could build your own house interior running on your own tiny server).
roll20.net - Host GM quests in real pen-n-paper fashion, transferring XP and loot back to game server
There are so many game platforms out there on which to begin coating the sand with pearl. Let's have oyster!
Best wishes to all!
P.S. Quick google: https://www.themanaworld.org/
« on: August 13, 2012, 05:43:40 pm »
I'll bump this thread yet again. The arguments for potential abuse and GM oversight required don't hold water for me any longer: There are only a handful of players online, who's going to abuse anything? The argument of "they didn't earn it" also rings hollow: I earned it by participating in the world. Period.
If a new or old player knows that they will be guaranteed a level just for being online and contributing to the community, that seems like a win for everyone. They can choose to grind up levels, or just kick back and relax and level "slowly."
Crikey! Long thread and worth the read, though I may have to re-read to catch all the details.
I've come and gone a number of times over the years. Each time I leave for very similar reasons and then in the same vein return because of what the other games lack.
My critical posts are probably too old and numerous for anyone but the dedicated veterands to know or care about. In short, I find that grinding for XP and levels detracts from what I enjoy about Layo, the RP. I cannot stress enough how disappointing it is for a player with limited playing hours to have to spend them running solo through the woods killing bugs instead of RPing. I've asked before and I'll ask again, "What type of player do you want around, and why don't you optimize the experience for them?"
In my opinion, Layo in its current state is optimized for solo players wishing to grind in either XP or crafting. I tried very hard with my most recent character to toe the line of "RP as its own reward." She was, like my other PCs, a facilitator of other people's stories. A "home body" townie that I wanted to be accessible and engaged in the stories spun both by GMs and other PCs. Her player, me, would purposefully misconstrue innocent player actions in order to force rumors and stories.
This brings me to what has always brought me back to Layonara: The PC-driven stories. I believed that here player actions could and should shape the world. I think, though, that this did not scale well as the players dwindled.
For me, I want a world that I'm invested in. I want one where my past PCs, due to their living stories, have made physical and visible impacts on the world and its history. I want to play where I can experience and share other players working towards their own histories in the making.
I'll reiterate portions of past suggestions:
+ Please, please institute a playing-time based leveling system. I'm not sure why my "level per month" idea is continually viewed as a bad idea. You're forcing character level progression to be entirely grinding based.
+ The world is too big for so few. If you want combat to dominate play in the world, consider making it insanely easy to get the five online players in and out of areas. (Diablo 3 travel defines that well.) This makes the big world small by accessibility.
+ Pick a single town to be "player run." Political structure, military ranks, religious hierarchy, and on. Let the players truly shape the world by scheduling regular monthly area updates. The church slowly gets built, the farms get planted, etc. Make the changes require in-world cost (wood, stone, ore, etc.) to give grinding a larger purpose than just ones own progressment.
+ Increase rewards for regular playing. In Diablo if you kill a few boss groups, your chance of finding loot increases. Perhaps a simple server log scrubber to track playing time and bump up XP accrual. Heck, maybe the accrual is server wide based upon the number of unique players that show up during "recruitment week."
Once you get a new player, your number one goal is to retain them. Give them multiple ways to be engaged with the world and its story. Make them believe that they are in fact part of that story.
I believe it is unique in the world of shallow hack&slash online video games. Its power comes from the intricate lore its founders started and its players pushed forward. Believe me when I say that I want to come back. I have always wanted to be part of the solution.
« on: April 03, 2012, 09:06:47 pm »
Previous Credit: 0
7 crystal rods I @ 450 = 3150
Total = 3150
New Total: 3150
I don't mind providing the details on my trips into Misted.
As I mentioned in my "Half-giant at the Crossroads" post, I prefer to the ratio of RP to combat be much, much greater on the RP side. Misted is a place where XP for my PC comes quickly, thus freeing up hours of playtime for RP. (As an example, the trip that I was booted out of Misted on would have leveled my PC. Without Misted I just leveled today, three days later, after way, way too many hours of wandering the world alone.) This is, of course, my own rationalization and everyone clearly has their own description of fun, etc. Misted Village is super fun to me.
So! Last Thursday and Friday I had some steady stretches of time so I parked Dubbel at the Crossroads. Whenever anyone came onto the server I'd see if they wanted to group up for the village. If no one came online for a while I'd try to solo. Over the couple days my confidence grew from barely surviving the first spawn to finally making it all the way to the bottom! Quite impressed with myself. (Dubbel is hindered in success as a fighter by his player.)
There's violation number one: Repeating the same area over and over. To be honest I don't think I spent too little time between runs. In addition, I never "back fought" on the way out to get more XP (the tactic of respawning the groups on the way out). Between Village runs I would sometimes wander after the madmen, scorpions, or giants but that was more grinding than fun so I preferred to just loiter at the Crossroads.
Now, both solo and in groups, there are certain well-trusted tactics. Like any game you begin to figure out "the moves" that work. 1) Get within sight of the spawn of and catch the attention of, ideally, two, then move back out of range of the others and fight! 2) If a dart thrower targets you, move out of the way so they have to come chase you, then pound them into the ground. 3) Beware the halfling death! Rinse, repeat. These tactics apply solo or in groups that can't handle the entire spawn. In a group the tactics are adjusted somewhat to keep everyone safe: A pair of fighters backed by a rogue is fantastic and can stay on the bloody edge of near-death. I assume these are the no-no tactics that I was doing.
Now in the past it was not Misted Village that I'd visit most, but the giants in the Forest of Fog. I can't tell you how many times I turned down group invitations to visit that sorry place. Being a half-giant gives him some RP reason to do it over and over again, I suppose. Really, though, who isn't sick of slaying giants? No risk, little adventure, lousy xp (for ECL 3). Bleh!
So there's my rationalization: Great fun location, fantastic XP for myself and any others, perfect fit for pure fighter. I certainly did it too many times over that past week but always preferred partners and the chance to play the game together.
All rationalization aside, I certainly can see the team's rationale for imposing the three day ban to the area. In reality it's a ban that extends indefinitely to that area when alone and many other areas too if I can't draw part of a spawn out. I'm just not that good a player and not that patient to do it on 50xp spawns for that long. No blame, just the facts.