In any event, a programmatic design would limit my monster population system too much. Say I had a quest which was, “Go get such-and-such from the skeletons in yonder cave.”, which would be given to fledgling PCs. But before the low-level party gets to the cave, a high level party stomps through it and cleans out the skeletons, in enough time for the much harder bugbear population next door to move in. When the low-level party gets to the cave, they will likely be eradicated many times over, striped naked by the ferocious bugbears, wondering why they had been sent there… not good design.
Also, I think I can get much more game-play out of the work I (we) put in on the module, because each new monster population, new area, new quest item, new henchman, new magic item, new spell, etc. has a combinational effect with everything else already in the module and hakpak. So we’re expanding the module geometrically rather than just adding x hours of game-play.
This is not to discourage the idea of plot and quests. One good way to think of the module is as a medium for interacting with the other players.
For instance, Ryan asked me if his friar should start saving gold to build a parish. Not a bad idea at all. As you’ll find, though, Caer Mabon is on the fringe of an utterly chaotic land, and gets completely overrun weekly. Your characters aren’t dealing with isolated pockets of goblinoids and undead, the overrun Shield Lands is a sea of anarchy (in a Mad Max kind-of-way). Not a great place to build a church. So on to answer your question, Ryan: around ninth or tenth level (called “name level” in first edition) your characters will receive the accoutrements of a powerful character of their class. So you will receive a parish in a more civilized area, likely in Critwall or Willip, which will exist in-game.
(For now, though, Ryan, it might be fun to start insisting that the other PCs come up to the roof of the tower to, “…praise Saint Cuthbert for our recent victory.” And lead them in some kind of prayer/ritual.)
Level limits: I’ve been kicking around the idea of putting a level cap on our game, probably between 10th and 14th level. I foresee this improving play. A few points on this:
- Characters wouldn’t be forced to retire when they reached the level cap… however there would be a big liability to adventuring with them, because death would surely mean losing a level, maybe two.
- This danger would encourage players to keep a portfolio of characters, leading to more variety in role-play.
- Magic items would be tremendously valuable to high level characters because, after a certain point, it would be the only way they could expand their power.
- Say a mid-level party runs across a dragon and decides that only high level characters could deal with it… so the old crew needs to come out of retirement to deal with the threat. That’s the kind of story situation I looking to incite.
- Players could write conversation trees for “retired” characters so they could still be present in the game even when they are out of the action.
- I’d write some kind of “legacy item” system to both aid and restrict the passing of items between PCs of the same player. The first edition Oriental Adventures book has rules for a player running a succession of characters built into its honor system.
5 comments:
Can portraits be applied to characters that have already been created? Say if I found a cooler portrait fo the cleric i played last week? or would I have to start over with a new character?
I think a level cap, particularly at this early stage, is a good idea to limit the scope of the module. It will be difficult to find game balance in the controlled chaos of your monster system if you have to include incredibly powerful demon populations to give epic level characters a challenge. (Not to mention such essential high level monsters as the Admantium Astral Bullette Land Shark. hehe.) The level cap does not necessarily have to be permanent and could be rolled back as the game develops. As far as the loose story outline of the Shield Lands, lower level characters fit the scenario better anyways. More hardcore areas, access to epic level stuff, along with a bump up in the level limit could be plugged in after the core game and its player vs. player elements have been cleaned of bugs. The modular aspect of your system and the ability to add and remove entire areas as a game designer/DM could be the best part about what you have developed.
I applaud the decision to focus on roleplaying with other players. I always resent being led along by my nose in RPGs. If a game is linear and you only control which sword you get to use, it is not really a roleplaying game. As pretty as WoW and other games of its kind are, I feel they are very weak in player interaction as everyone is essentially playing the same mini-games over and over and then only interact to show off the neat looking gear they got. (Not to mention the concept of a monthly fee to play a piece of software still offends me. Oh how Linux beckons!)
Onward to victory!
Please note that with the new hakpak downloaded from the vault that you must put everything except the actual SHIELD LANDS HAK in your OVERRIDE directory to take advantage of the extras in character creation. This was not immediately apparant.
Oh it doesn't unpack to the override automatically... crap.
Yes, I believe I can edit your character file by hand, Ryan, to change your portrait. This is as of yet untested, though.
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