Sadly, at this point I've had to shelf this game idea due to a number of RL reasons. I do hope to restart it, but I couldn't fathom when I'd be able to within the foreseeable future.
Posts made by lavit2099
-
RE: City of Splendors: A Forgotten Realms Adventure
-
RE: Magicians Game
I am excited about this concept and hope something comes of it. Sign me up for your news letter, good sir and/or madam!
-
RE: City of Splendors: A Forgotten Realms Adventure
First point: having a pocket storyteller/DM is an advantage in EVERY kind of game. Even WoD is a "mission based" kind of game if you get xp from scenes instead of just getting xp for sitting and trolling the OOC room. That will never change in this hobby. But by having multiple people who are willing to run adventures, including myself, the reliance of having a group and pocket ST/DM is less. Part of the thing with CoS is that you don't HAVE to have a dedicated group, like I said. You don't HAVE to have a company you ONLY do adventures with. You can totally be a sellsword and go on random adventures with random people randomly.
Second point: you don't HAVE to have a group in order to do group activities. Even though D&D is a tabletop game, just like WoD, in a MU setting like this you aren't locked to ONLY dealing with your "group." I believe that's part of your misunderstanding at this point. In fact, I assume MOST people won't have a large company. They'll have two or three people they run with/make characters with. They may open a bar to have their own space. But that doesn't stop them from going out and adventuring with other people.
I intend to have something like this. The Time of Troubles is a great "external catalyst" for people to work together. But, again, no one says they have to work together or "force characters together." If people wanna be solo's and run with random people every so often, power to them.
My idea isn't to try to get people together to form groups and the like. I'm not running a Werewolf game (I never would, spirits are dicks) where it's "pack or you can't do shit." But, as @Arkandel said in this last comment there, yeah, having PC's with "positions of power" or "shit to do" is a cool way to keep people engaged and something I'd likely do. Once it's off the ground, I plan to try to create a "social" sort of class that will be stuff like nobles (who hire adventures to do shit and get further acclaim and renown and the like for being badass). People could also try to create guilds (band of criminals, brokers for adventures, whatever) and get people to work with/for them. Be a city guard? Sure. Own an inn/tavern? Sure. The goal is to have enough stuff for everyone to wind up doing what they want to have the fun they want. For me? Getting levels, getting loot, being bossauce is my fun. As is coming up with character concepts and working out new fun class combos (who doesn't love theorycrafting?).
-
RE: 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).
There will be a general, overarching plot, devised and ran by me and whoever I can get to help me. But, just like on WoD games, you have the metaplot (sometimes) and you have ST's looking to run one-shots or a 2-3 scene thing. Same basic idea. I don't think any HR's will be needed specifically for this sort of thing, aside from maybe something to help smooth over edges when you have people of vastly different levels in the same adventure.
-
RE: City of Splendors: A Forgotten Realms Adventure
@magee101
I haven't dropped that info out for general use yet. Sadly, there's a lot left to do, and doing it by myself is taking forever. I am thinking of opening it up for people to come poke around at sometime this week (as I'm off on vacation, woot) but there's little to no code in place (jobs, bboards, that's aboot it) to actually promote or facilitate Stuff. The wiki is also in a state of needing work, but I'm hoping to corner my wiki-wizard friend to make character template page and the like. -
RE: City of Splendors: A Forgotten Realms Adventure
@Tennyson
I'm fine with Brienne of Tarth being a paladin.If you want to be a "beacon of shining purity" you can play a cleric to a goodly god. You can still be a divine warrior devoted to a god that way. Including plate armor and a shield and a sword and everything.
-
RE: City of Splendors: A Forgotten Realms Adventure
So this has come up and I should probably mention something about it here.
Yes, I intend to allow "evil" and "bad" people. People can play the characters they want, tell the stories they want. But they'll have to understand that, no matter how big or bad you get? There will be SOMETHING out there bigger, badder, and will stop you. So, sure, you can be an evil person who starts their own thieve's guild and can recruit people. But there will be an NPC one with more sway that will prevent you from "owning the city." You can be an evil wizard that wants to enslave the world, but there's going to be people/things that will stop you. What this means for PvP, I haven't hammered that out yet. I intend to allow players to PvP, but it'll be ran through staff instead of a random "I gank you in a dark alley" or "walk into the bar and open fire on you just cuz" that I've seen elsewhere. This will require more thought than my sleep deprived brainthing has right now.
Also, in regards to paladins: in 5e, a paladin does NOT have to be lawful good. They are less "beacons of shining purity" and more "I follow an oath and get power from that." There IS a spec that is all about "I follow my god" and, at high levels, gives you "angelic" features, like wings and flight speed.
-
RE: City of Splendors: A Forgotten Realms Adventure
And in a persistent world setting, you're not going to have wizards walking around with Battle Magic all prepared. Because they're not going to spend their whole day doing it. If you're planning to go out and Adventure?! Sure, you would then. But there are other things a wizard can do during "downtime." That was one of my annoyances with nWoD Mage. Everyone walked around buffed as if they're going to stumble upon a random encounter in the coffee shop.
As for magic, though, other classes have other options. For instance, paladins can use spell slots to use extra Smites. And with the idea of "concentration" and "ritual" you're not going to have the video game-y "cast all my buff spells then go in like a juggernaut."
EDIT: 5e is only unbalanced in terms of nova builds. But that's why you don't have an entire group up against one big boss and why you don't allow them short rests between each thing. I will say, though, that high level druids are unbalanced the way high level wizards were, since druids are now the masters of summoning. So they're the ones that can say "Sit back, I got this" the way wizards used to be able to.
-
RE: City of Splendors: A Forgotten Realms Adventure
@Meg Updated to include that. Using TinyMUX. KNEW I forgot something.
-
City of Splendors: A Forgotten Realms Adventure
Waterdeep, the City of Splendors.
An enterprising person can easily make their living there, from tradespeople to artisans and artists. Adventurers and investigators. Politicians and city guard. The surrounding lands and seas and even the openings of the Undermountain (and from there, the Underdark), that can hold untold riches.
But, there are also untold dangers, the reason the Undermountain is sealed off for the average person. The surrounding lands and roads leading in and out is rife with those looking to make an easy score preying upon travelers, merchants and haulage. The curse of the City of the Dead never lets up. The wails and moans can be heard at night.
But with all those risks, think the reward is worth it?
City of Splendors is a Dungeons and Dragons 5e game set within the walled city of Waterdeep. We're still a bit from getting things in a playable state so we are hoping there are folks out there looking to give us a hand with whatever.
So far we have a server (TinyMUX) up and running with a few base bits installed. We also have a wiki up, with information being added to it.
Currently we are looking for a Primary Coder (for the CG and dice system). A Secondary Code (for other projects and the random additions we think up and to help with the CG/dice). We're also looking for a Wiki Worker to help add content to the wiki and to pretty it up as we go. But that's the standard MU stuff. We're also looking for people who are familiar with Waterdeep, the Forgotten Realms, and 5e to help things run smoothly.
So if you're interested in helping, please drop me a message. This has been a project I've dreamed about for a long time and I'm excited to see it succeed.
-
RE: Looking for Help: New Game, D&D 5e TinyMUX
So I'm going to cast Animate Dead on this request. Even more interested in trying to get something up and off the ground.
-
RE: MUX: Openly writeable attribute?
Theno's temp rooms have this. Unsure if you could use it on more permanent rooms like hotel/motel/dorm/apartment sorta things.
-
RE: Looking for Help: New Game, D&D 5e TinyMUX
@Jennkryst I thank you for the offer. It's not going to be Spelljammer. Or space/sci-fi. I forget what, exactly, SPEHSS is, but if it's what I think it is, I do plan to use SOME of the ideas, though for boat travel instead of space travel (for extended quests/adventures and the like).
-
Looking for Help: New Game, D&D 5e TinyMUX
So the title pretty much states it all. 5e D&D set in the Forgotten Realms, TinyMUX base, looking for help. And I mean help from the top to the bottom. I have ideas, lots and lots of ideas, but going from "ideas" to "working server" is beyond my skills alone.
Will need help setting up the server and starting the whole "code building" process. Will need help setting up the wiki because I've never touched that sorta stuff before. I'm taking my years of nWoD experience and trying to shape a D&D game. So if you wanna help? Toss me a PM here. I'll set up either a Skype or Discord group once I get a few people who would like to help so the brass tacks can start being hammered out.
-
RE: d20 softcode
I know there's more to change than just that. But feats still works the same, even if you don't get them as much. Magic wouldn't need to be hard coded, could instead be handled via +note's or a separate +spellbook system to be made later. Multi-classing would be up to staff to make sure they meet the prereq before allowing it. Or some sort of complicated prerequisite code, ala ThenoCode.
-
RE: d20 softcode
@Cheesegrater That'd be awesome. I would be converting it to 5e so the major hurdle for me would be to figure out how to redo skills, but that's why I was seeing if someone already had a system they'd be willing to share; if this level of tinkering/changing is beyond me, opening my own game wouldn't be feasible.
If I did open a game, it'd be set in Forgotten Realms, post Spellplague, probably in Waterdeep (90% of my D&D life has been Forgotten Realms, I just enjoy the setting and know it quite well).
-
RE: d20 softcode
@Alzie I figured by that response he/she wasn't interested in sharing it.
-
RE: d20 softcode
I wouldn't want to ruffle feathers and it sounds like asking those running Tenebrae would do that. If @Ashen-Shugar would like to give me a copy, that would be great.