Zerogrifter wrote:
DendasGarrett wrote:
The point being, I wonder if GW could implement a similar but slightly more in-depth system where a player could choose to play 'monster' races, but they would spawn at monster camp locations and would be opposed to all other players. Possibly even give those players more control over what the monster camps would do.
This idea sounds fun! Just a really cool way to implement Dungeon Masters in the open world :) I see this working as an RTS (Dungeon Keeper style) where a player gets to control the monster camp and can send out harassing units until other players are forced to come find and destroy the camp.
The way I see it working - The DM is given a limited amount of resources and a max monster cap. (as DM's level up their summoning pool and monster population goes up) As the DM raids towns, kills players & random NPCs they get more resources to build out their dungeon.
The DM can group up with other players and "summon champions" where a player controls a powerful boss unit (like a Minotaur) to keep it social and fun.
The DM could give up control of the dungeon and let other DM's take over (i.e. they have to log out) or let a RTS A.I. take over if they want to be a summoned champion.
One balance idea is so two (or more) DM's don't build up in the same dungeon (super fortify it) is to make all summoned monsters go into an uncontrollable rage when they are in the same area as other DM monsters. They will attack players first and then each-other after. Evil is evil and rarely plays nice with each other, right? =P
A second balance part could be if monsters from a foreign DM enter another DM's base they suffer some kind of summoning sickness where they are significantly weakened and completely uncontrolled.
The point of being a DM isn't to have a long standing sustained dungeon that lasts for days. Eventually (in minutes or hours) it will be destroyed - its just another way to have fun in a sandbox world :)
I would love to see this implemented! My only worry would be griefing, but i think that could be solved by making the DM running the area unable to see which hex they are in, or anything distinguishing one group of adventurers from another. That way, they have an equal chance of messing with allies and enemies.
And from the games I have run, I've always liked seeing the adventurers come in and take the dungeons apart, just to see what their tactics were, and how many of them I can take out with playing by the rules.