A Plea for Dragons to be something more than just another monster.


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I'd like to see blue dragons more cunning & prudent & sly than the others, maybe never see them at all, due to their habits staying behind masterminding. Would loathe it if they are like skyrim dragons, every time you step out of an inn you found another one of their kind roaming.

Goblin Squad Member

Nihimon wrote:
@Onishi, what do you think of the idea of rationing the rewards that are available from player-created modules? For example, it can be run repeatedly by whoever wants to run it, but only a set value of special items can be won from it in a given day (or week), and each player only get the chance of earning those items the first time they run it during that day (or week). Once any player earns the item(s) during that day (or week), no other player will earn them until that time frame resets.

Well IMO player created modules flat out cannot be eligbale for rewards without GM review period. Potentially, I could see the player modules going up rewardless while unreviewed, and then the ones that are the most popular without rewards, to be reviewed and decided on appropriate rewards.

I could see something like the rationing rewards for ALL modules. Maybe something like 1-2 modules with small rewards a day. IMO these rewards need to be very small. Maybe around 5-10% of the reward one would get from a world dungeon (considering the modules completely skip the potential days of finding it, competition of clearing it, risk of being killed after clearing it etc...)

Note also that I did it as total rewards from any module per day, because if they add 50+ total modules to the game... and people just alternating... well then that defeats the point of any limitations.

Quote:


@Onishi how indeed. Zero on one side certainly isn't a balance. Plus greater risk is supposed to yield greater reward.

As the blog put it:
Quote:

Such players will have fewer opportunities to find adventure or to earn treasure than their braver and less risk-averse peers, but they'll be safe from griefers.

@Nihimon keep in mind he's not only suggesting no reward from player created modules, but from Goblinworks modules as well. His last post explains that any reward at all makes it unbalanced for players exploring non module lairs.

True, if we can eliminate the ifinitely repeatable portion... then it becomes more plausible. While this reward system does meet balance better, it still leaves something to be desired for immersion side.

This I consider a comprimise for myself, but I still see for fun as better for immersion and overall enjoyment. Not everything in a game absolutely HAS to progress your character.

Silver Crusade Goblin Squad Member

Nihimon wrote:
thedarkelf007 wrote:

One thing that can do is to defeat a dragon you drive it off, but not kill it...

it comes back at a later time for revenge...

If you manage to kill it, other dragons take note, and come for revenge...

Excellent! That's another idea that really gives me chills just thinking about.

So, instead of having a dumb dragon that lets you try to kill it over and over again until you figure out all of its tricks, maybe it escapes and changes form and seeks you out in other settings.

*Nihimon murmurs in sheer ecstasy as the magic courses through his veins*

Love it!

I already do that sort of thing in my tabletop RPG's.

Beware dragons, nothing lives as long as they do, holds as many grudges, has wealth to throw away on a whim, can call upon magic, thralls and has agents everywhere...

Works for my fantasy and sci-fi games...

Another scary option is this... anyone who kills a dragon gets a bounty on their head placed by the dragon, just like a player bounty :)

Only it draws attacks from its minions.

A death for a dragon is a setback as it can come back to life like players and try and regain its holdings.

Might be an interesting concept for high level NPCs as death should not be permanent for those with wealth, magic and connections.

Goblinworks Executive Founder

Set up the modules as illusions, as previously mentioned. Rewards for completion would be offered by the creator/operator, but there would also be an entrance fee. If the reward took the form of a fixed number of raffle ticket for a particularly valuable item, while the entrance fee is a flat amount for the first four contestants, plus an additional amount for each additional one, there's suddenly several new game elements to being able to complete it quickly with fewer people.


DeciusBrutus wrote:
Set up the modules as illusions, as previously mentioned. Rewards for completion would be offered by the creator/operator, but there would also be an entrance fee. If the reward took the form of a fixed number of raffle ticket for a particularly valuable item, while the entrance fee is a flat amount for the first four contestants, plus an additional amount for each additional one, there's suddenly several new game elements to being able to complete it quickly with fewer people.

I like this idea very much. If you had a master illusionist in one of the main cities that created a "realistic" module for you and your allies to engage, it could be used not only as another means of building teamwork but also training for different types of encounters... like, I don't know... maybe fighting a dragon? Only down side would be if you have to expend resources (spells per day, magic item charges, potions) in order to compete in the module. Maybe you could be given X many illusory health potions that would only cure you of health damage sustained while inside a module.

If you attached each major Goblinworks made module to a merit badge that was more for showing off than it is for practical use, guilds could use them (as mentioned earlier) as a rite of passage to enter into their ranks. Maybe everyone in X guild must face the Challenge of the Three Thunder Lords with three other people from X guild in order to pass initiation.

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