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Messages - Maestro3P

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General Discussion / To the Community - Dezza steping down
« on: September 10, 2013, 08:49:03 am »

Dear Layonara Community,


To the people I have spent so much of my online time with for such a long time I have to announce that I am not only resigning from the Lead GM position but from being a GM completely. I must apologise for this, I had fully intended to continue my role and run the Rise of the Praefuries series which I was quietly excited about.


Things being as they are, work, family and some new writing opportunities have finally taken their toll on my online time and I cannot in good conscience maintain the sort of committment required to help make Layonara a great place to be from a GM perspective.


I realise many of you have relied heavily on me for your character development, your quest fixes, your cdq's, advice on progression, etc, etc and these are the sorts of things I love the most to do for this community and I feel it deeply that I cannot continue that for you.


I will still be around, but not in the capacity that I once was. For this, I apologise. I guess all things must come to an end eventually.


See you in game.


Dezza (Aka Canuslupis)

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2
General Discussion / Welcome back!
« on: February 29, 2016, 10:54:39 am »

It's been a little while! For some of us this has been the longest we've been separated from the Layo website for a very long time! We hope everyone got by alright in the mean time with our limited forms of communication.

For those of you just getting the details of what happened and why we were out so long here's the event in a nutshell: A few weeks ago the hard drive that housed all the data for the website, IRC and a few other aspects of Layonara suffered a critical failure. Evaluation of the drive later revealed that the drive suffered physical damage to the drive itself, and the failure wasn't just a matter of corruption or some other kind of software malfunction, as we're probably used to seeing. When this kind of thing happens, it becomes very difficult to retrieve any data. To compound matters, because the site was still being adjusted, off-server backups were not up to where they needed to be.

A poll/pledge was taken via social media from the community as a whole, as to whether or not we should attempt to have the drive rebuilt and the data retrieval attempted, given the steep expense associated with such an effort. This was met with a pretty resounding 'meh'; the community seemed willing to help if the cause was important, but since the data lost was mostly in forum posts, no one seemed particularly anxious about getting that data back. This is an absolutely fine decision and as such we have rebuilt the site from our last save point.

As an aside, it was asked earlier on via social media, whether or not any MMO data/work had been lost as well. We just want to reassure everyone that all of the MMO data that was stored on the same server was actually well backed up and none has been lost. This repository has since been restored. The NWN servers and all their data were unaffected. The bulk of the loss was suffered by the community in posts and our frequently used services. Several months of posts were lost, but in truth, it could have been much worse.

The latest backup seems to have brought us forward to early March (though the back up is listed with an April date for us). This means there will be a lot of necessary reworking on our parts as well as yours. We want to note a few things for you to keep in mind that will help us all get back to normalcy as soon as possible. First of all, there are a lot of tweaks done to the site previously that need re-doing, and as such you may see some slower load times, slower responses all together and things of this nature. Not all functions may be fully operational, and some things that existed before the crash may be missing. All of this really will be a process of adjusting will probably happen over many months (just like our original switch-overs from previous versions of our website) until we feel like it's as good as it can get. The immediate difference was noticed last time by the community when we moved over, so we wanted to point that out now to remind folks that this part will take some time.

As mentioned above, we have some other features that were lost or crippled in the data loss. The most noticeable of this is likely to be the NWN character imports though we are hoping to restore them in the near future. Right now we can't make any promises or give an estimated time frame, but we -are- hoping that the replacement coding will be finished soon. Everyone is working very hard in their available time to get things back to what we have become used to as 'the basics', and so that we can start moving forward into progress once again!

Another really notable issue is the loss of character applications/approvals during the time covered by the lost data. As was mentioned before, we're not going to rescind the approval of these characters but we need them resubmitted as soon as possible. We'll try to push those applications through as fast as possible so that it's no longer a concern for anyone. If you're unsure if youre character(s) might be affected, please do a quick search of the approved characters and see if your character is listed there with an approval. We will also be getting a list from the database to contact people directly but anyone who can get the process started sooner would be greatly appreciated. Please note somewhere in the top of your biography that you are re-approving when you submit! More information will be available on this topic in a later post but here is no need to wait if you happen to have a copy of the application saved and ready to post up.

So onto the other side of all that happened...

We did move our hosting services of the website server, which splits the website and NWN servers to two different places. IceDragonDuvessa was able to help us negotiate a great price on a dedicated server where she works with good services, data redundancy and online backups to protect us from a future catastrophic loss as we just experienced. As well, we've developed a better plan for the leadership team side of things to further protect us from potential losses, which we hope will mitigate the complications from any future event as much as possible.

For those of you who used the IRC service, it is back on-line as well. Everyone who has access to special, team-related channels will have to re-register their nicknames, as the IRC server had to be rebuilt from scratch. Remember that the command for registering is: /msg NickServ REGISTER <password> <email> (changing the relevant details). Here is the basic information you'll need to get reset up if you need it. It probably goes without saying you should not share your password if you do not wish to share your handle.

Anyone with needs for permissions in special channels (Ex. GMs) will need to register their handle before permissions can be granted. Once you have registered please /query Dorganath and let him know who you are (if necessary). You will need to do this for your alternate handle if you need for that handle to also have permissions to restricted or private channels (such as a log in from a work address). People who do not need permissions are not required to have their handles registered, though you are more than welcome to lock them down via registration.

Two really important notes! First, if you have your log in to Layonara's IRC channel set to auto log in, and you auto-log into permissioned channels before you have necessary permission, the server will ban you from those channels and Dorganath will have to release you from ban before the invite to special channels can happen. This will not stop you from registering nor logging into the main NWN channel, but keep in mind the process may take a few minutes depending on what Dorganath is doing at the moment. Secondly, make sure that when you initiate a query to him to handle permissions and/or ban problems, that you have a good amount of time available to wait, just in case! If people log in and ask for permissions and log out before response is made, we can't help you.

In other news, related to our return to the website: We'd like to make sure that you have had a chance to read our thread on the new Fortune System found here. This goes over in detail what the system does, how it works and some up coming additions we have planned for it's use. Additionally there is an FAQ going up for this system soon so please feel free to ask questions over there so we might build a better guide in the long run.

One more thing: We should all thank Dorganath, Orth and OneSt8 for the tremendous amount of work over the last few weeks getting all of this organzied and ready to go! They are still hard at it making everything work like we've come to expect (for good or ill) and a lot of kudos are deserved.

As always, if you have questions please reply here. Otherwise, welcome back once again and get comfortable!

~row

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Layonara Server / Promotional Badges
« on: August 23, 2012, 08:12:27 pm »
Here are the first edition promotional badges.

When placed in a signature or in email they are active link to the  Layonara home page.  Many of you are active on other sites and you can  use them on those forums to show your Layo spirit

To use - copy the text as it appears into the signature section of the forums
On these forums it is My Account/Edit Signature


Layo Logo

[box][/box]  


Ilsare

[box][/box]  


Toran

[box][/box]

Vorax

[box][/box]  


Beryl

[box][/box]
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Layonara Server / Promotional Posters
« on: August 22, 2012, 11:41:12 pm »
These are two posters I have made to help promote the Layonara website and the game.  They can be downloaded from the downloads section as 300dpi 4800x6000 files that will print out fairly well at 16x20 or smaller.
(download section under optional downloads)
They are my contribution to helping to build the community.  I have printed out several and put them in the local comic book shops, game shops and one in the local library. I hope you will do the same.

Coming soon are web badges you can use to show your Layo spirit and perhaps generate some web traffic.

Enjoy

Minerva






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NWN Ideas, Suggestions, Requests / Ship captains more clear destinations
« on: August 15, 2012, 12:50:25 pm »
Could we put a simple addition to the dialogue of the ship captains.

Example.

Right now I can choose "Mariners Hold" from the Port Hempsted ship captain. Could we get it and others to change to be more like this.

Mariners Hold - Alindor

Giving folks an idea of what continent they are about to sail to. It's something people would know, should know anyway right?  Unless they just like to pick destinations at random. LOL

I take this for granted since Ive known where the boats go for years now... but it really can be confusing for new players.

Thanks for considering this.

G-452
.
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6
Roleplaying / Roleplaying Attributes
« on: October 13, 2006, 01:59:43 pm »
Roleplaying Attributes (a/k/a Faldred's Essay Time, again)

In D&D, and by extension, Neverwinter Nights, there are six basic attribute types that define the basic "shell" of a character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.  These attributes are used for a variety of purposes -- to apply bonuses or penalties to certain tasks, or as qualifications for certain classes, abilities, or feats.

But there really are two different types of abilities represented here: physical abilities (Strength, Dexterity, Constitution) and mental abilities (Intelligence, Wisdom, and Charisma -- yes, I'm classifying Charisma as a mental ability, stick with me here).  From a role-playing perspective, physical abilities are very easy to deal with -- how strong is the character?  How nimble?  How tough?

Mental abilities, on the other hand, are a bit different.  Take Intelligence... how smart is the character?  Well, unlike sheer physical strength or endurance, "smart" is harder to quantify and represent in-character.  Ditto for how wise or how charismatic the character is.  To make matters more difficult, it can be quite easy playing a character with radically different physical abilities than you possess, but in some ways, it can be quite hard playing characters with very different mental abilities, especially if they are higher than your own.


Intelligence

A high intelligence does not necessarily imply having a great deal of knowledge.  That is, a character with an INT of 25+ doesn't simply "know" everything.  In real-life, there are many highly intelligent people who are relatively ignorant because they have not had the opportunity to access information or to learn how to use their natural abilities.  On the flip side, many intelligent people who have had the opportunity know a great deal about certain areas, but still know very little about others.  (E.g., a PhD is often characterized as someone who knows a great deal about a very narrow subject and very little about everything else.)

Intelligence is, rather, a measure of how capable the character is of critically analyzing, synthesizing, and correlating information.  Or more simply, how well he or she is able to learn and to use logic.  In game terms, this is expressed in puzzle-solving, number of languages allowed (not necessarily granted), and as a skill modifier for skills requiring the use of learning, critical analysis, and/or problem-solving.  For example, a high intelligence helps the Search skill because the character can analyze the environment for clues as to where hidden devices may be located, and indications that one actually exists.

Roleplaying intelligence requires acting in accordance with your abilities when faced with a problem that requires thought and analysis.  This is a perfect example of why it is much easier to play "dumber" than it is to play "smarter".  That is to say, if you're playing a half-orc barbarian, you can very well play him as if he couldn't figure out the puzzle you the player saw through in an instant.  On the other hand how do you roleplay your elven wizard's ability to solve the riddle if you personally have no clue?


Wisdom

Wisdom is a dual-purpose ability.  It represents common sense, but more importantly, force of will -- mind over body, if you like.  On the first point, unlike Intelligence, a high Wisdom leads to a more intuitive approach to knowledge or problem solving -- certain things just make sense... well, because.  The character simply knows something to be true (even if it isn't).  Skills like Listen and Spot highlight this type of intuition.

On the second point, Wisdom acts as will power.  How strong is the mind against external attack or distraction?  In mechanics, this shows up as adjustments to Will saves, but in roleplaying, it is about staying focused on-task and avoiding temptations.

While not as difficult to play the extremes with wisdom as it is with intelligence, if you're personally borderline ADD, it might not be easy to play a character who can maintain a tough mental discipline.


Charisma

Ah yes... Charisma.  A mental ability?  Am I serious?  Absolutely.  Physical attractiveness is not the end-all and be-all of Charisma.  In fact, I would strongly consider dissociating the two a great deal, though not completely altogether.  A "beautiful" person can have the Charisma of a stick, and an "ugly" person can rule an empire by sheer will.  This is, of course, extreme, and human (or demi-human) nature leads us to naturally perceive those with what be believe to be positive physical traits as more charismatic, so it has some place.

But much more so than that, Charisma is the couter-point to Wisdom.  Whereas the latter is about force of will focused inward on one's self, Charisma is about the ability to impose one's will on others, hence its inclusion as a "mental" ability.  Leadership, to be slightly cynical, is about getting people to do what you think they should be doing, or, in other words, manipulating them.  This is not necessarily a bad thing -- the Paladin may believe that she is showing people the True Path and helping them focus their energies.  Of course, the same ability can be used by the dark side to dominate or (mentally) oppress others.  In any case, the abilities come from some combination of physical appearance, force of personality, leadership skill, smooth talking, and apparent moral authority.

In game mechanics, Charisma is expressed in two ways: spell-like abilities and diplomacy.  For "spontaneous" arcane casters (Bards and Sorcerers), it is the ability to manifest one's force of will in physical form as a spell; for Clerics, Paladins, and the like, it has an effect on their power over the undead, and as a "force multiplier" to certain spells and abilities.  Even the Use Magic Device skill works in this first regard -- the Bard or Rogue manages to bend the item to their use by force of will.  Diplomatic skills, specifically, Bluff, Intimidate, Persuade, and Taunt, are impacted by Charisma, in terms of imposing your will on someone else.  

Charisma, from a role-playing standpoint, offers probably a wider set of options than Wisdom or intelligence do.  A middle-of-the-road Charisma could be a slick-talking attractive person who just has no leadership skills or could just as well be an excellent managerial type who faints at the thought of public speaking.


Mixing and Matching

From a character definition standpoint, what makes the three "mental" abilities even more interesting is how they work together to create a personality.  The stereotypical absent-minded professor (or Wizard) can be represented as having a high intelligence and a low wisdom -- with a high Charisma, perhaps he becomes a great mentor, with a low one, a stuttering recluse.

But in short, just bear in mind the traits (or variety of traits) associated with each skill, and mix and match them together to come up with one logical approach for the character.  Above all, just avoid the lazy stereotypes of high-INT = "know it all", high-WIS = "sage who speaks in cryptic riddles", and high-CHA = "Faldred in a tux".

Edit: typo fixes
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