Mar 29, 2017, 1:07 AM

@lavit2099 said in City of Splendors: A Forgotten Realms Adventure:

@Arkandel This has been something that I hammered out when I first thought of making a D&D game.

The idea is, you have a central city that most people spend their downtime in/around. You have Guilds that recruit adventures for quests/tasks. Like, say, a noble family's caravan was robbed on the way from the north, find the orcs, kill them, get the stuff back. If you do? You get the xp, loot you find, a "quest reward" type thing of bonus xp and/or money. If you don't wanna be a merc like that? You can form a group with OOC friends (like, say, a pack in Werewolf) and run together. I imagine there will be players looking for short adventures, as well as DM's trying to get people together to run something (like adventures for the Guilds or just general "I have this idea I wanna run" type stuff).

My experience with games for the last several years has been almost entirely based on two specific kinds of MU*, World of Darkness and some Lords and Ladies. Given that the perspective I've got might be skewed, and any comparisons I draw here could be apples to oranges, so take it with a grain of salt.

There are two problems with ... shall we say mission based kinds of games - ones where the emphasis lies on challenging players by using the environment.

The first is that they are extremely biased in favor of groups with a pocket GM since someone has to run those Orcs; this has been a sticking point for example in many Werewolf spheres, who saw characters unable to gain Renown unless they just naturally happened to be included in the right kinds of scenes, and as the game is heavily geared toward interactions with NPCs (spirits to barter with, enemies to defeat, exploration to be done) it was really hard to stay thematic unless one had access to that sort of thing.

But the second issue has been no easier to resolve even if it sounds like it ought to be. It's sometimes not easy to be part of a group for people who're not very well connected OOC or are just a bit ... introverted personality-wise. Packs tend to either balloon up in size or no one wants to be the one putting one together in the first place, resulting in 5-6 people all complaining at the same time about not having one when the solution seems pretty obvious - but it has chronically been a hurdle, and I don't know a D&D party is easier to form than a pack. They're probably a bit more transient, which helps, but then again mix and matching levels could make up for that.

What do you think?