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Post by DM Corruption Overwhelming on Apr 20, 2016 20:49:06 GMT
Some general questions we've received so far, feel free to ask more here:
We use sinfar's webclient, haks, and most everything from it yes. All the customization you can do on sinfar you'll be able to do here. We're also hosted by sinfar. However, we are not connected directly to sinfar (meaning you cannot get to IoP via Roderick). The reason for having a separate server vault is that we're a completely different style of server (with a setting) that wouldn't mesh with the "do anything" style sandbox sinfar has going. We're also level 20 cap, with completely different items than sinfar has, meaning moving back and forth between the two servers wouldn't work.
Our original idea came from re-vamping IoS. Eventually we settled on making a spiritual successor to it, and it evolved into something much, much more than that. At it's core, if you look close enough, you can see a lot of IoS's influences - a warzone, forts to capture, ect. all with extras added on to make it much more than it used to be.
We're going to be providing reasons for characters to make their own factions. The setting on IoP provides a "living world" - meaning the world will continue to move and change even if the players decide not to do anything about it. Bandit camps might grow and take more land if left alone. NPC's will move forward with their plots and agendas. The players will, inevitably, make thier own factions over this. We've really struggled not to limit them to things like "good vs. evil" or "race vs. race" because we feel that's very undynamic and doesn't fully represent what others would like to see in groups. Players shape the world on IoP, so they shape the factions too.
As for pvp, we'll be having a completely open pvp server. People can be attacked -anywhere-, though of course in cities that's a bit more difficult given the guards. There will be a warzone, with capturable forts much like IoS had.
Not quite. We've got a setting so we need to have restrictions to ensure that setting is immersive. We're pretty open to letting people play varied concepts, but a lot of the more obscure and strange races will be by request. This isn't done to tell people 'no' right off the bat, but to control overpopulation of exotic races, as well as ensure the people who play such races truly understand the race they're playing. Otherwise we end up with demons that...well...don't do what demons do.
The most I could say there, is submit it. We'll require quite a write up for stuff like that. If we like it, and it seems reasonable, we might incorporate it. The worst we can say there is "no". Custom races won't be a common thing, as there's a lot of races already in your standard Forgotten Realms/Greyhawk world, and we'd be hard pressed to think of why others would be needed - but who knows? People might have a really interesting concept that's well thought out that we like!
Players are free to run their own events if they wish, within the confines of what they can do IC. E.G. if you want to start a faction, and hold a faction meeting? Go for it. Want to go monster hunting? Rally the players. ect. ect. If you want to develop your own PC's story, we'll have a submission system where people can have small, reasonable, events that dm's will run as they have time to, to help players develop their stories. I should note that personal events however likely will not provide any form of benefit beyond rp (e.g. don't expect personal story quests to give out phat lewt)
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Post by theshadowdove on Feb 1, 2017 17:34:54 GMT
What is maximum level going to be?
Is there going to be a way to enhance standard equipment via questing/farming?
-I loved the original dragon forge, as well as artifact hunting with friends. It added some minor prestige having two artifact daggers as well. Seeing others with rare drops kind of added a level of wariness and respect for their characters too without huge advantages.
Is the high level shop going to be accessible from a dungeon like before?
Is there going to be a harder group dungeon that'll pretty difficult to accomplish without aid?
Are the point towers for the capture the flag aspect going to be underground or actual towers?
-I think sacred kingdoms had towers, then TCC / IOS had more of a small castle thing going on. I actually liked the sacred kingdoms tower with the magical stone on the uppermost level and in the open area. But IOS forts had a locked room within I think... It's been almost a decade, maybe longer, forgive me if I am not recalling it correctly.
Is there going to be an underdark city? It was fun going through the underdark to acquire the better poisons, as well as similar items with different inventory pictures. Also, beholders/umber hulk's are scary.
Is there going to be a dock area? -Eventually we started a group of pirates, and they added a ship in a hidden area for us before. It lead to some fun events involving raiders, export, and trade rivalry. It was kind of a neutral faction, like the players who ran the underdark.
It's great to see this project. I haven't played nwn in forever, and was hoping I'd see some old friends still floating about.
This seems like the perfect place to capture that atmosphere we all enjoyed back then.
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Grok Toru
Woke Up Somewhere Strange
Stab stab stabbity stab stab
Posts: 1
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Post by Grok Toru on Feb 2, 2017 1:48:47 GMT
The level cap is currently set to 20 if that helps any... everything else is pretty much unknown at the moment.
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Post by Kittenfish on Feb 2, 2017 15:03:49 GMT
What is maximum level going to be? Is there going to be a way to enhance standard equipment via questing/farming? -I loved the original dragon forge, as well as artifact hunting with friends. It added some minor prestige having two artifact daggers as well. Seeing others with rare drops kind of added a level of wariness and respect for their characters too without huge advantages. Is the high level shop going to be accessible from a dungeon like before? Is there going to be a harder group dungeon that'll pretty difficult to accomplish without aid? Are the point towers for the capture the flag aspect going to be underground or actual towers? -I think sacred kingdoms had towers, then TCC / IOS had more of a small castle thing going on. I actually liked the sacred kingdoms tower with the magical stone on the uppermost level and in the open area. But IOS forts had a locked room within I think... It's been almost a decade, maybe longer, forgive me if I am not recalling it correctly. Is there going to be an underdark city? It was fun going through the underdark to acquire the better poisons, as well as similar items with different inventory pictures. Also, beholders/umber hulk's are scary. Is there going to be a dock area? -Eventually we started a group of pirates, and they added a ship in a hidden area for us before. It lead to some fun events involving raiders, export, and trade rivalry. It was kind of a neutral faction, like the players who ran the underdark. It's great to see this project. I haven't played nwn in forever, and was hoping I'd see some old friends still floating about. This seems like the perfect place to capture that atmosphere we all enjoyed back then. First off, Sorry if it's taken a while to get to your question. Our house has been hit with the flu, so I'm very out of it. If I answer a question kinda goofy or incomplete please don't hesitate to point it out and I'll get back to you as soon as I can. Thank you. The Maximum Level is 20, which is an instant 20 rather then having to go out and grind for EXP/LVL's. The player base that we where working with at the time said this was something that they were tired of having to do, grind for levels. Not everyone feels the same about things like this however so instead of going out for levels you're going out for gear. Enhancement to equipment is something we haven't entirely thrown out quite yet as we're hoping to put in a crafting system a little later. There will be an ever changing environment as for what gets dropped where since we want the players to be able to explore more and more areas. With that said not every area available in the beginning will be there in the end, meaning that dungeon and their loot will get switched out from time to time as story goes on. We're creating a living world of island that float by, they don't all stay cluster in one group forever. What fun would that be. There will be no shops in dungeons, or probably near them either for that matter. What sane person would put a shop up outside a dungeon like that? Shops themselves area tricky subject at this time as we haven't figured out exactly what we want to do with them just yet. Yes. There are going to be some dungeons that are near impossible to get though solo, and some that will be such with a small group of 2-4 players. There will be dungeons where Rogues will be needed, and others where having a high strength is best. We haven't decided what we're doing for the PvP areas at this time. It is something that has been put on the back burner for the moment as we work to create an environment that has a reason for people to fight back and forth over something or some idea. It is something we're going to be using the players to decide as we move from the first few weeks of RP into a larger setting. (If that makes sense.) There is not, at this time, an Underdark City since that would be a very group specific area. That doesn't mean that there may not be one at some point in time just for now there isn't. We don't want there to be tons of unused areas if we've only got a handful of people on at one time. It makes finding other players harder that way. So starting out small and expanding when need be is what we plan to do. With that said we've plans that if a group of players wants to set up a group they are more then welcome to work with the DM/Builder to make such a thing happen. THIS will take some serious RP and dedication though and odds are your not going to have a city spring up in a couple of weeks. The same goes for the dock areas, except it's a little harder to do without any oceans. Something that is important to remember is that as much as the idea started off being close to IOS it has very much been turned slightly away from it. It is important to read up on what little lore we do have up and go from there. For those of you wondering if there will be more lore put up in the future... well the answer is yes... and no... A lot of the lore for the islands is ON the islands, in dungeons, in libraries, in small forgotten corners of the forest, and in the RP that the players will write as they go about living their lives on those small islands floating in an endless sea of emptiness. Anywho.... I'm going back to bed now. If there are any more questions or if I didn't answer one to your satisfaction don't hesitate to ask. It might take me a while to get back though. (Disclosure: Since my editor is currently in bed, any spelling or grammar errors will be fixed at a later date.... or never, depending on when he gets back to work.)
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Post by theshadowdove on Feb 3, 2017 16:55:13 GMT
Thank you for taking the time to reply despite feeling under the weather.
I posted many of those questions without having read the lore or any of the current updates.
I'd actually just followed an outdated link on a different forum to here and excitedly posted my questions while neglecting to read anything.
Apologies if some of them seemed reductant and thank you for answering thoroughly despite.
I'm looking forward to seeing what kind of progress is made once everyone is back to full health and has time to invest.
Thanks again,
-Dove
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OnlyChoice
Woke Up Somewhere Strange
My level of hype is over 9,000. I literally can't evening.
Posts: 6
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Post by OnlyChoice on Feb 20, 2017 4:02:17 GMT
Hello builders, scripters, DMs, and fellow lurkers.
This is my first time posting but I have spent the last few weeks digging through old posts and eagerly soaking up whatever information I could find here on the forums. I have a few reasons for retiring from lurker status and making this post. The first is a given but probably the most important; I wanted to voice my excitement and appreciation for Isles of Purgatory. Thank you to all those involved in making the server and for dedicating time out of your lives to do so, and thank you for giving me a reason to (literally) dust off my copy of NwN. The other reason for my post is to ask a few questions. I know there is a Q&A about class balancing right around the corner, so I will save my related inquiries for later. I do however have a few general questions. I tend to ramble if you haven’t noticed already, and I hope you’ll forgive me in advance but I’ll be adding a bit of conjecture as to why these topics are important to me as well as offer suggestions. I have read the discussion on death from the previous Q&A as it pertains to penalties in a mechanical sense, such as acquiring death tokens, gold loss, the possibility of losing item durability, ect. I was hoping to get a better understanding of how players should be expected to roleplay death and if there will be a lore explanation behind characters being able to return. I understand that death can be a tricky thing to balance. If it is too punishing, it discourages players from taking risks, and if it isn’t severe enough players can approach death in a cavalier manner. If pushed to either extreme it leads to stagnant roleplay.
How will death be explained, how should characters be expected to roleplay death, and what rules will be in place to ensure death is roleplayed in the proper fashion? Whether you already have some concrete ideas or are just starting to brainstorm, I thought I’d throw in some suggestions. Feel free to use some, all, or none of these ideas.
I’ve been geeking out with some friends, and they had a decent idea for the lore that would explain why characters would be able to return after dying. Their idea continues the entire premise of the isles, and what keeps people from leaving the isles is the same reason that people return to life. Their souls are trapped on the isles and, with nowhere else to go, return to their bodies over a period. This can be used to explain permadeath because after each death, fragments of a creature’s soul are lost in the process. Maybe over time without dying, or through certain magical/miracle practices, those fragments can be recovered and the risk of permadeath lessens. This would also explain some of the mechanics of death.
Personally, I think being able to instantly self-raise is awkward to roleplay. Instead, players would be transitioned to another area upon death. This place would be where all souls are drawn to and forced to remain there until they have recovered enough fragments to fully respawn. This would hold players there for about 10 minutes of real time before reviving; a mechanic to prevent cheesing and awkward RP without being overly punishing to players that die while soloing dungeons. Upon being killed by another person, players receive a message that their character lost a fragment of their soul in the form of a memory. They basically lose an hours’ worth of their last memories and therefore would not remember the specifics of their death and what transpired just before. Memory loss can’t be enforced mechanically and would rely on players’ integrity and DM intervention if not followed, but I have seen other servers successfully use memory loss to make death more punishing and give both IC and OOC reasons for not wanting to be killed.
Upon death, players also drop a corpse that can be picked up. This part would require some scripting, but I have seen it on other servers so it might be available for grabs somewhere on the internet. This would exist for several reasons. If someone dies, their 10 minute timer can be instantly bypassed by a cleric or a scroll of raise-dead/resurrection when used on the corpse. Party members can also pick up the corpse and bring it back to a haven and find a cleric if one isn’t present. The roleplay values are numerous as well. Characters can carry the bodies of their enemies to later raise them inside a prison cell or dungeon. When raised in this manner, some- or all-of the death penalties would be waved. At the very least, a fragment of their souls would not be lost, and they therefore retain their memories.
This was just one idea to help explain the mechanics behind death and help balance it in a way that is fair to everyone. You might already have ideas of your own, or find that these ideas just don’t fit the vision for Isles of Purgatory and that is fine. I mostly just wanted to encourage brainstorming and discussion around how to roleplay the aspects of death if one hasn’t already been implemented.
How is resting going to be implemented mechanically and roleplayed? This one is probably a bit easier to tackle than my previous question, but one that I am curious about. From a mechanical side, how often will characters be able to rest? Will there be resting requirements (an Inn, a bedroll, food, ect?), or will resting be permissible anywhere including in dungeons? To what extent do you expect players to roleplay resting?
To what extent will character sheets be enforced? The answer to this might vary from DM to DM based on individual style and attitude toward these things, but I was wondering if there had been any discussion on how much emphasis, if any, will be placed on roleplaying alignments and attributes. Will things like a character's numerical value for wisdom or strength be a true representation of that character (ie, 8 int means your character can’t read, 8 wisdom means your character should be very gullible, ect). Will DMs be adjusting alignments for players that react or do things contradictory to their current alignment?
Thank you again for working on the server as I am excited to start playing. And thank you for taking time to read my questions. If permitted, I could spend hours heckling the staff for any nitty-gritty details they’d be willing to divulge, but then nothing would get completed so I’ll settle with these for now and look forward to the Q&A!
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Post by DM Corruption Overwhelming on Feb 20, 2017 21:29:16 GMT
How will death be explained, how should characters be expected to roleplay death, and what rules will be in place to ensure death is roleplayed in the proper fashion? You've come frighteningly close to how the death system on IoP will function - so much so that I'm inherently curious if you're somehow sitting in my house listening in on my conversations! Teasing of course. However, you can be sure that we've thought of the roleplay repercussions and weight of death, and worked to create a cohesive way that death is played out in character, as well as noted out of character. We went for a system that balances risk with reward - the more reward there is, the higher the risks. Players who do not wish to risk permadeath, are able to stay to safer areas, while those who are more bold might push out into the most dangerous places the world has to offer. A lot of this was covered in our death q&a if you'd like to read into it here.How is resting going to be implemented mechanically and roleplayed? I'm still pondering this, so if anyone has any input - by all means, feel free to suggest it. Mavrixio was working on a new rest system for the sinfar server cluster, but depending on how it's implemented will really decide if we use it or not. Currently I'm planning on implementing a custom rest script that might keep people to resting only in specific areas, that way we don't have some crazy things like people resting in the middle of a boss fight - or in a hostile dungeon or something. Part of me likes and dislikes the idea of food. While I can see how immersive it might be, at the same time such things become more of a chore than not - and become a "must have" item. We'll see. I may just implement it yet for the immersion. To what extent will character sheets be enforced? I want people to know this full out: Your character sheet represents your character.If you have an 8 or a 6 (half-orc) intelligence? You're dumb. You're -very- dumb, and as a dm I expect you to rp that character flaw. If you chose to powerbuild and scrapped out on charisma? You need to roleplay that. People who avoid roleplaying their stats in order to eke out another +1 or +2 on a powerbuild are going to find the roleplaying rewards from dm's sorely lacking. There -is- pvp on the server, but the server isn't focused on that entirely. If your character has a 0 heal skill? They can't set broken bones. If your character has a 0 in craft armor? They can't fix a full plate. All of these points will matter on IoP. DM's in events will ask for appropriate skill rolls, and if you don't have the skill, then you're hung out to dry. If a DM asks you to roll spot and you have 0 spot, you could miss something important, or at least interesting. If you have 0 lore, you might not know things, ect. This answer got very long, but tl;dr: Yes. Your character sheet is incredibly important.
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OnlyChoice
Woke Up Somewhere Strange
My level of hype is over 9,000. I literally can't evening.
Posts: 6
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Post by OnlyChoice on Feb 20, 2017 22:53:29 GMT
You've come frighteningly close to how the death system on IoP will function - so much so that I'm inherently curious if you're somehow sitting in my house listening in on my conversations! Teasing of course. However, you can be sure that we've thought of the roleplay repercussions and weight of death, and worked to create a cohesive way that death is played out in character, as well as noted out of character. We went for a system that balances risk with reward - the more reward there is, the higher the risks. This topic was a big concern for me because I have played on servers that didn't have any lore or guidelines on how to RP death and it only made RP frustrating and chaotic. It is great to hear that you guys have taken the time to address both the mechanics and lore surrounding death. Thank you for replying, you've alleviated any concerns I had. I'm still pondering this, so if anyone has any input - by all means, feel free to suggest it. Mavrixio was working on a new rest system for the sinfar server cluster, but depending on how it's implemented will really decide if we use it or not. Currently I'm planning on implementing a custom rest script that might keep people to resting only in specific areas, that way we don't have some crazy things like people resting in the middle of a boss fight - or in a hostile dungeon or something. I like the idea of requiring specific locations for resting, and not resting in dangerous areas makes perfect sense to me. If food were implemented, I do see it's value for immersion and could even argue that it might open more "campfire roleplay" opportunities but I think those scenarios might be far and few between, in which case the aspect of acquiring and cooking food might begin to feel tedious to some. For me personally, I think its place in the server would have a much greater value if there was a more in-depth crafting system to accompany it, where a skill of cooking would open new and superior recipes that would provide boons in the addition to resting. Even though I personally like the idea gathering, learning recipes, and cooking, I imagine that would require a lot of work for something with a potentially low RP value that might also serve to annoy others. I want people to know this full out: Your character sheet represents your character.I feel this is a perfectly sensible expectation for a roleplay server and I am sorry if that should have seemed like an obvious answer, I just wanted more clarity on the topic and I appreciate you taking the time to do so.
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Post by Kittenfish on Feb 21, 2017 2:52:05 GMT
I like the idea of requiring specific locations for resting, and not resting in dangerous areas makes perfect sense to me. If food were implemented, I do see it's value for immersion and could even argue that it might open more "campfire roleplay" opportunities but I think those scenarios might be far and few between, in which case the aspect of acquiring and cooking food might begin to feel tedious to some. For me personally, I think its place in the server would have a much greater value if there was a more in-depth crafting system to accompany it, where a skill of cooking would open new and superior recipes that would provide boons in the addition to resting. Even though I personally like the idea gathering, learning recipes, and cooking, I imagine that would require a lot of work for something with a potentially low RP value that might also serve to annoy others. There are a few things here I can address that have been gone over in Discord or over Skype when we used it. Dungeons will have areas in them that are meant for "campfire roleplay". It's actually been stated somewhere on the forums but I don't have the time to go looking for it right at this moment. I thought it might have been stated in the dungeons thread but when I wrote it up it looks like I missed it there. Some dungeons will have class specific hidden spots/short cuts. A hidden door that rogues can find, you pray at this statue and it opens up an area behind it, or smashing this wall in can lead to a slightly shorter path to the boss. Things like that. In the open world you'll find that there are hidden areas in it as well, but they require you to get out and go looking for them. Some are easy to find, others.... well you'll have to look for a while. That's half the fun of adventuring. As for the whole crafting thing that is mentioned here. We had to put our crafting system on the back burner for release. This was due to the realization that if we wanted to get IoP out in the next year or so we'd have to put it on hold. So we did. If you look at the builders thread here you can see that some of the work has been completed already. It was after making the list of items that we realized there would be far more work in it then just throwing scripts and the like on the server and saying go. We want to make it look appealing which meant that a lot of customization to said items and the list was quite large to say the least. Since IoP has been in the making for about a year and a half, we thought the wait for the system would be to long. If people find the idea of gathering, grinding, and raiding to not be to there liking, there are always alternatives. Players can sell the goods they go out and find/get in town. It's encouraged to be honest as it makes for great RP and character build. Though half the fun of the server is getting out of the safe zones and exploring the ever changing world around you, I've done enough research to know that not everyone is looking for the same thing. We're working hard to create a server that can scratch several itches at once, without making it necessary or unimportant. That isn't an easy task and has taken a lot of brainstorming from a lot of us. Even ditching some of the original ideas behind IoP.
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OnlyChoice
Woke Up Somewhere Strange
My level of hype is over 9,000. I literally can't evening.
Posts: 6
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Post by OnlyChoice on Feb 22, 2017 23:16:46 GMT
There are a few things here I can address that have been gone over in Discord or over Skype when we used it. Dungeons will have areas in them that are meant for "campfire roleplay". It's actually been stated somewhere on the forums but I don't have the time to go looking for it right at this moment. I thought it might have been stated in the dungeons thread but when I wrote it up it looks like I missed it there. Some dungeons will have class specific hidden spots/short cuts. A hidden door that rogues can find, you pray at this statue and it opens up an area behind it, or smashing this wall in can lead to a slightly shorter path to the boss. Things like that. In the open world you'll find that there are hidden areas in it as well, but they require you to get out and go looking for them. Some are easy to find, others.... well you'll have to look for a while. That's half the fun of adventuring. Ah, my bad. I must have missed it when skimming the forums. I appreciate you taking the time to reply all the same. On every server I’ve had experience playing on, resting anywhere in dungeons was allowed so long as enemies weren’t present. I always felt like it was kind of cheesy; “wait guys, I ran out of spells so let me take a quick power nap in the hallway here.” But I understand not being able to rest at all might be an indirect nerf to caster classes. While I’ve never experienced dungeons with specific safe zones, it seems like a good compromise. Resting will be more meaningful and slow down RP to provide breaks from killing and exploring, which I like, and does it in a way that keeps casters viable. Now, coupling this with hidden paths, shortcuts and tricks just sounds like an amazing time. I know that part of your decision to start everyone off at lvl 20 was because some people don’t like grinding. I am personally one of those people that hated going out and getting levels. Looking back at it though, that was probably more so due to poor design. There was nothing to keep me engaged while killing mob after mob, and the consensus was that RP took a back seat in favor of speed farming over and over until a level was knocked out. I know this is nearly a 15 year old game, so I don’t expect you guys to pull any miracles here, but I have to say, from what I have read so far, IoP will have the most interesting dungeons that I have not yet had the pleasure of experiencing. As for the whole crafting thing that is mentioned here. We had to put our crafting system on the back burner for release. This was due to the realization that if we wanted to get IoP out in the next year or so we'd have to put it on hold. I’ve never built a server from scratch, so I can only imagine how much time must go into it. I would love to see crafting eventually because, as you’ve said, there is a lot of RP that can be done around the whole crafting system. But I think anyone will forgive you guys if something isn’t available on launch day, especially something as complex as crafting. I would love to see crafting implemented eventually, but even if it is never added I’ll still understand considering how much work probably goes into it. I was more so weighing in on the idea of requiring food to rest. For my personal enjoyment, it would depend on the complexity of the food system. If it is just a matter of taking meat and roasting it over a fire and that is the extent of it, then it feels more like a chore. If it is accompanied by a more robust crafting system and a cooking skill, where you hunt and gather ingredients and learn more complex recipes that offer additional benefits, then words can’t describe how much I want this. But, as you’ve mentioned, not everyone enjoys the same things. I have friends that would probably never touch the crafting system and would rely on paying for services and buying goods from others. This makes sense because not everyone should be a master blacksmith or huntsman anyway. The problem with food is that players who don’t enjoy crafting would be required to do so whenever they want to rest, which is why I think, if it is ever implemented, it shouldn’t be required for resting itself, but instead certain foods and recipes when consumed would act like potions that buff you for a duration. Just my thoughts on it anyway, but really whether food is required or a crafting system does or doesn’t accompany it, I know I’m going to enjoy myself based off everything else I’ve been reading. It sounds like you guys have put a lot of thought and time into the server and I really can’t wait to play. Thanks again for answering my questions and taking time to clarify some things for me.
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Post by SteeleEidos on Mar 1, 2017 4:39:49 GMT
The age old cry of the evil PC goes something like this: "The goodies stand together and don't take risks. And we, the evil characters, are the server's lifeblood, more often than not keeping the player-base from getting bored by promoting conflict. But we stand separated and take risks (in illegal activities). Ergo, we are disadvantaged without incentives/rewards to be evil."
IoP, more than any server I've seen before, offers a wide variety of entertainments for players to involve themselves in. So I approach my question, knowing that its premise may be flawed - 'are evil characters even necessary toward maintaining activity in an RP server'? I suspect more than ever before, the answer is 'probably not'. But I'll forge ahead and ask my question anyway: can we expect DM incentives for evil characters to take evil/selfish actions in IoP?
For example, lets say some players wanted to host an event where their evil party ambushes a major city's supply lines, robbing caravans/ships. In this event, the party risks an illegal action against a major city, and presumably risks a serious death penalty should they fail. If they succeed will the DMs offer tokens/resources/gear appropriate for the event to act as an incentive for players to do evil things?
My reason for asking is twofold. First, conflict is one of the primary driving forces that keep an RP server from stagnating. Promoting player-driven events lessens the burden on DMs to come up with content. Second, the authenticity of a character's corrupted virtues. Nobody likes a villain who's evil just "because". Take this setting for example: a benevolent soul tries to turn an evil inmate PC away from his villainous ways. To begin, she asks him why he feels compelled to do such evil things... What does he say? Some characters like the Joker from the DC Universe already have a built-in response. But rational evil derives from personal benefit - which from a pragmatic OOC standpoint, would be best achieved by PvE grinding, or other non-illegal activity.
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Post by DM Corruption Overwhelming on Mar 1, 2017 13:30:02 GMT
The age old cry of the evil PC goes something like this: "The goodies stand together and don't take risks. And we, the evil characters, are the server's lifeblood, more often than not keeping the player-base from getting bored by promoting conflict. But we stand separated and take risks (in illegal activities). Ergo, we are disadvantaged without incentives/rewards to be evil."
IoP, more than any server I've seen before, offers a wide variety of entertainments for players to involve themselves in. So I approach my question, knowing that its premise may be flawed - 'are evil characters even necessary toward maintaining activity in an RP server'? I suspect more than ever before, the answer is 'probably not'. But I'll forge ahead and ask my question anyway: can we expect DM incentives for evil characters to take evil/selfish actions in IoP?
For example, lets say some players wanted to host an event where their evil party ambushes a major city's supply lines, robbing caravans/ships. In this event, the party risks an illegal action against a major city, and presumably risks a serious death penalty should they fail. If they succeed will the DMs offer tokens/resources/gear appropriate for the event to act as an incentive for players to do evil things?
My reason for asking is twofold. First, conflict is one of the primary driving forces that keep an RP server from stagnating. Promoting player-driven events lessens the burden on DMs to come up with content. Second, the authenticity of a character's corrupted virtues. Nobody likes a villain who's evil just "because". Take this setting for example: a benevolent soul tries to turn an evil inmate PC away from his villainous ways. To begin, she asks him why he feels compelled to do such evil things... What does he say? Some characters like the Joker from the DC Universe already have a built-in response. But rational evil derives from personal benefit - which from a pragmatic OOC standpoint, would be best achieved by PvE grinding, or other non-illegal activity.
As it stands kittenfish has said that she plans on reflecting in game events in the areas she builds. If a group of evil-individuals started raiding supply lines, I'd imagine that whatever outpost, city, village, or whatever they're taking the supplies back to, would reflect being better supplied, and the city would suffer for it. This drives all manner of rp, including that if the city were attacked after having such goods stolen - it might suffer worse casualties in such attacks because of lacking supplies. Things such as this should help to shape - and drive, better evil roleplay on the server. There are a few built in opportunities for evil players to pressure good ones as well, but I won't spoil anything here, but you can expect there to be things that are less dm involved that could definitely be considered evil acts that will be on the server either at launch, or soon thereafter. As for direct rewards - I can't say I -can- reward anything specific directly. DM's will be granted rights to reward, to a degree, good roleplay. That's it. If you roleplay good, you've got a chance of catching dm attention and earning rewards; which is a general reward not tied distinctively to "being evil". I hope this answers your question.
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Post by SteeleEidos on Mar 1, 2017 19:02:02 GMT
It does, thank you.
I do have another question, related to spells: There're a number of spells that don't exist in vanilla NwN, but could be RPed to function - particularity divination spells (e.g. Scrying, Telepathy, Oathbind, Geas/Quest). What's the server's stance on such spells?
Personally, I'm not a fan of Scrying and alignment revealing spells such as Detect Evil, as I feel they only serve to cut corners; sometimes ruining what could otherwise be enjoyable RP, especially given the commonality of lv. 20 casters, capable of 9th level spells. If a DM warrants it, I understand making special exceptions and calling in a diviner if an investigation hits a dead end. IoP is has the built in unique ability to say some things inside the Isles aren't the same as they were outside. This could be used as an IG explanation for why some spells no longer work. DMs could still offer exceptions for RP to these spells in the form of single-use relics - say a mineral or element that's rarely found that's native to the Isles of Purgatory that functions as an outside link for a single spell use. These relics would be held by major city leaders, and only distributed on a per-basis use by DMs.
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Post by Kittenfish on Mar 1, 2017 19:14:57 GMT
There are a few built in opportunities for evil players to pressure good ones as well, but I won't spoil anything here, but you can expect there to be things that are less dm involved that could definitely be considered evil acts that will be on the server either at launch, or soon thereafter. How to tell Corruption was tied when he wrote this. I also don't think he really answered the question all that well. Will Evil characters be necessary on IoP? Yes, and No. Good Characters sit in the same boat though, which is something to keep in mind when creating a character. If you have a city that is mostly ran by Evil/Chaotic players and you get singled out as Good is it not in their best interest to snuff that out before it becomes a problems? When building the cities they were thought of as Chaotic/Neutral/Lawful, meaning that they allow for both good and evil characters to set up in them. Since we later decided that we want the players to influence and drive such things we skipped out alignment based fighting, which was the original idea behind the cities. Lets take your example and run with that. Lets say you set up a group of Evil doers to raid some supplies line. Is it in their best interest to make themselves easy to identify? No, odds are those people would wear some kind of mask or disguise. Meaning that other then the player names above their heads there wouldn't be a way to identify them to turn them in. Now with that said, the same works with a group of Good doers going to save a shipment of slaves and so on. In these cases it will be required to tell a DM of such things, this helps to prevent Grifing charges against anyone. I think other then that Corruption answered the other half of the question. If either of us didn't answer right just let us know.
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Post by DM Corruption Overwhelming on Mar 1, 2017 19:19:55 GMT
It does, thank you. I do have another question, related to spells: There're a number of spells that don't exist in vanilla NwN, but could be RPed to function - particularity divination spells (e.g. Scrying, Telepathy, Oathbind, Geas/Quest). What's the server's stance on such spells? Personally, I'm not a fan of Scrying and alignment revealing spells such as Detect Evil, as I feel they only serve to cut corners; sometimes ruining what could otherwise be enjoyable RP, especially given the commonality of lv. 20 casters, capable of 9th level spells. If a DM warrants it, I understand making special exceptions and calling in a diviner if an investigation hits a dead end. IoP is has the built in unique ability to say some things inside the Isles aren't the same as they were outside. This could be used as an IG explanation for why some spells no longer work. DMs could still offer exceptions for RP to these spells in the form of single-use relics - say a mineral or element that's rarely found that's native to the Isles of Purgatory that functions as an outside link for a single spell use. These relics would be held by major city leaders, and only distributed on a per-basis use by DMs. Things such as detect evil might eventually get added as custom spells - and if they do, you can be sure that they will have some manner of saving throw (perhaps will?). We haven't discussed Scrying, or Telepathy yet, but such things might not work as intended in Purgatory. It's a curious place where magic doesn't always... work quite as intended. Typical teleportation is already stated to not work in the lore we're working on, making travel a bit harder for many - though there are a few natural standing gates on the isles that still function... but who knows where such things will take you? As for speaking directly to the gods in the form of divination spells, the gods are oddly quiet in purgatory. Sometimes people get answers - sometimes not - and sometimes those answers seem a bit odd. Almost as if something else was answering them instead...
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