Myriana

Weynolt's page

37 posts (440 including aliases). No reviews. 1 list. No wishlists. 6 aliases.


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Bummer, but very understandable. I'll look forward to the anniversary edition, then!

Thanks for the heads up!


How often might the PDF of this be updated to include any new locations? Or is work on this product complete for the next few years? Thanks!


I'm not familiar with Reserve HP or Wound Points. Could you elaborate/describe?

Otherwise, I'd be happy to submit a PC for consideration.

I find that using google docs to create an image makes an easily viewable map.


INheritance is a tricky subject. I think giving players some opportunity to wrest control from someone who rarely logs in and has no official position within the guild seems important.

Though I can't see a better way of keeping guild materials safe than in giving them to someone who only rarely logs in. Can't be stolen if it doesn't exist in game!


Twigs wrote:
I'd be iffy to join a guild devoted to a single god (I'm a polythiest. Flumph the police.)

To quote Faiths of Purity, "You children don't know what you are doing."

---

That said, I agree! Protecting the villages and smaller towns from the Corruption of commercialism and the dangers of lawless folk is not the purview of one faith, but the joint efforts of many. We would gladly welcome the assistance of the younger gods and their faithful in protecting the weak and supporting the communities of the river kingdoms.


Very interesting! I think I have more attachment to PRG than to Ultima right now, but I owe a lot to Ultima 6 for inspiring my interest in all things Fantasy.

(Speaking of, all the old Ultima games are on sale and DRM free right now on GOG.com)


Good thoughts, too, around vacancy and account inactivity. I get the feeling that most whole towns are going to be faction represented. I guess the bigger question will be around property rights and how locked a locked door becomes!

Two months does seem feasible, if we're somewhere in the range of each RL day equaling about a week in game, that puts vacancy at about a year in game.

I agree, I don't want to clear out my hold every day I step in, but if I'm actively participating, any NPCs that live in my town should keep most of the environment from encroaching too quickly.


John Stout wrote:
I wonder about things like paying rent to an individual/organisation. When establishing a settlement, you are allocated a piece of real estate around the centre of the settlement to which people can be allocated building rights through some kind of management portal. You can then rent out land for building or build houses and allocate a character that living space while retaining ownership rights.

Yeah, sounds good. Might become a way for a rival faction to establish a foothold in a community without powers that be in a particular town knowing what's going on.

Also becomes a source of income, either for town or for renter, though more for those who already are in the "have" category, if they are able to build something like a tenement.

Anyone else think this is starting to sound like the Tropico games? In them, you can plan out all the buildings that you want, but if you aren't paying people enough to be construction workers, they won't build stuff. If citizens don't want it, they won't use it, and you can't force them to do anything without providing enough incentive (money) or enforcement (soldiers).


Just as a clarification, my initial hope was not to have this be another Pros/Cons of PvP thread, as that already exits. Not bad so far, but just in case.

Scott, you made mention of the EULA, which is a good point - someone may feel that their purchase/subscription is being influenced too heavily by another person who is not the company if they are in game being forced to do something against their will after dng something completely permissible. (Though I'm not a lawyer, it makes sense to me.)

Maybe a refinement of the question is how to get players to understand the seriousness with which some folks take the player-created in game legal systems that they come up with, warts and all.

At that point, talking about grifters likely dosn't make sense, because they aren't going to buy into any particular system that won't satisfy their need to disrupt. That might be an over-generalization, but I feel like its a fair assessment.

Perhaps then it becomes incumbent upon each community to make its laws quite clear and accessible for anyone visiting the town - an NPC whose role is to be the town crier of legal affairs, perhaps?

Or, I'm just over thinking this. If I do something in game and get caught for it, I'd like to think that I'd play along with whatever kind of trial or punishment they set up for me, but maybe I, too, would just get indignant and quit if my PC were jailed for too long.

Though really, a fellow faction member getting jailed might be fodder for a jail breaking guild to make a tidy profit, if they know how to do it correctly.

Thanks for enduring the musings. Mostly curious rather than saying it has to be a particular way.


One idea I was just wondering about: is it possible to enforce a legal code that isnt based on,v"He killed me, let's go kill him!" ?

Mostly, is it fair or too much of an inconvenience to have characters arrested for crimes they commit in law enforced zones?

A couple examples:

1) Stranger A walks into town and murders Citizen B. townspeople C and D witness, report the crime, and the guards (both PC and NPC) come running. Stranger A could be cut down n the street, but what if he's just subdued - could he be arrested and jailed? If he's jailed, is he jailed until released or until a certain time limit is up? Or is he executed? If resurrections are part of the game, death penalties lose a bit of their sting, but incarceration could become downright cruel, unless well enforced.

2) Stranger E comes into town and is caught stealing from Merchant F. He can pay a fine and return the goods, or he can go to the lockup, or he can serve time on the chain gang. If he chooses jail, his character is now bound to prison. If he chooses the chain gang, he's bound to particular work.

So, maybe in this late night rambling, my question becomes: Can a character be forced to go somewhere the player doesn't want them to go if there are laws in a community that support the character going there?

I'd like to think that an enforceable legal code beyond offend-and-be-killed could be put in place, but I'd rather not have Sheriff Balor (played by John Q Public in Chicago) go around locking folks up indefinitely/indiscriminately. (Nothing against you, Windy City.)

Shorter yet: How does a virtual town's justice system work?

Thanks!


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Good thought. Almost a "How does Oleg's Trading Post survive on its own?" kind of question.

I've been thinking about this in combination with the questions about darkness and whether fatigue will play any kind of roll, as I'd really love to make the "Inn at the crossroads", even though it's a total trope. Mostly, if folks don't need to eat, drink, or sleep (mechanically) will there be a good in game reason for them to do so? I could see inns in certain parts of the game acting as safe spots. I could also see inns primarily as fronts for less savory/less legal endeavors.

Hmm, another thread to discuss just came to mind...

At any rate, I'm also quite note rested in having there be buildings at have a cultural influence on their surroundings, not just a utilitarian one. The inn comes to md again, as the place where an up and coming bard could gain notoriety for his work, even tipped by patrons for a good performance.

Or the manor that is also an art museum, where the paintings were created by in game characters/community artists. This gets a little wild with uploading custom content, but the idea is there.

But mostly, yeah, I'm all for towns being collaborative efforts. They're going to have to be to survive, really.


TheAntiElite wrote:
In fact, it strikes me as being very likely that those attempting to do so will provide an in-universe analog for the term 'Darwin Award Recipient'.

This is something I would love to see play out!


Lots of good stuff there, TAE. I'm especially digging the idea of having buildings in town that increase the population of NPCs.

I'm looking forward to whatever Blog post addresses the role of NPCs in the game. It seems that theyll clearly have to be somewhat present for there to be basic levels of interaction for new players. I could see an argument existing for "no visible NPCs", as there could be so many pcs in a given area. But I hope it would continue on as an intangible, at least.

Hmm, lunchtime thoughts... More in a while!


True enough! Like Ryan said, what happens when 50k gamers all try luring hydras towards towns? Chaos incarnate! Lamashtu would be pleased.


Yes to luring/herding for purpose of keeping a private stock, not having to go out and about to refind/reacquire harvestable materials in the wild, when those materials are typically herded.


Hmm, I imagine something along similar lines to whoever gets an animal companion or familiar, but I like the idea of an Eidolon being assigned a certain "mindset" or "skillset" to determine their activity.

The trick is if it is a classless system (skill based instead), then how does one obtain an Eidolon? Probably via perk or feat, I guess.

Good question, though! If they are obtainable, I suppose the only thing that could potentially get tricky is if they can fly, and how far they can fly from their owners.


That would be awesome, and I can only hope that there's a non-resource-intensive way to make it happen.


I would love to see the Alarm spell tied to an instant message sent to me/my guild if someone triggers it, even if I am not logged into the game. Not that I'd necessarily be able to jump in game at any given point to respond, but at least I'd know someone was knocking down my house. Less of a surprise that way!

In game, however, I agree! These things look like they would be pretty darn useful (though I'd hate to be out fishing, have Feet of Lead cast on me, then get knocked out of my boat).

Ghost Sound combined with Figment could be a pretty fun way of generating atmosphere for player-created quests.

Good thoughts! I see many similar spells becoming utility items within player created houses/businesses.


Sure, I can imagine it being the sort of thing that can be turned on or off like Voice Chat. Maybe the message boards will have to be the location for musical creations. Maybe there could be a garage band repository of goblin music.

The bounty idea is great. Love the thought of there being an innkeeper with a goon squad to enforce the payment of the tab.

Right, I'd love to see the leader of the town be able to get at the town's "character sheet". Maybe this is the mobile app integration - civic management. It would make the zoning of land in a given area a drag and drop affair, swipe to see benefits to the town, then submit to devs/automated building bot to make it happen. Resources are deducted from the town stockpile, a corrupt mayor could take bribes if people are competting for the same strategic location. Also, by having this as a mobile application, the "mayor"figure doesn't have to be in game to make requests happen.

In the same way, property management also becomes an application, so that the player owning a house or business can access the inventory at home, the upkeep (or not) of the house, running a store inventory (setting prices) or paying (or not!) one's employees. Whether the building is identified with a particular guild. Does it pay taxes to the local authority?

I think thats the mobile or web app side of building up towns that makes sense to me. Not even a game, so much as being able to see what one is in charge of.


Yeah, I'm actually for darkness myself, which is why I'd like to see it as a toggle-able feature for those that want it. But the PvP disadvantage is going to make that tricky.

Zesty Mordant wrote:


Weynolt wrote:


Are there games that have played with Exhaustion mechanics? I'm thinking of how in the PnP version of PRG, one can't really haul across the landscape for more than 8 hours straight without running into non-lethal damage/fortitude saves.
It's an MMORPG, you'll be able run across world the non-stop just like every other MMORPG.

Right, just checking if other games had done other things.

And to MicMan, yeah, it's pretty much set, just wanted to make sure I understood what's going on.


Still finalizing the finer details...

Name: The Order of the Hearth and Field

Alignment Axis: LG | LN | NG

OOC Structure: TBD

RP Level: Intermediate - One should be able to recount basic teachings of Erastil if asked, and expound upon the importance of a well kept community, but never when such would endanger the community

IC Structure: Theocratic Council of the Stone and Soil - This council is made up of the highest ranking member of the Hearth and Field from each of the communities where it has a presence, and come together to best discuss the distribution of the members of the Guild. From their number, a Prior is to speak for the guild to heads of communities, and acts as chief witness to new communities of the benefits of the Hearth and Field.

Purpose: To guide and protect fledgling settlements, guiding them to be peaceful and prosperous communities.

Information: 
Know: (Local) - DC 10: The Hearth and Field is an expansionist arm of the church of Erastil into the River Kingdoms. They can be found in most villages as practitioners of useful craft, and defenders of the village as needed.
Know: (Religion) - DC 15: The importance of family and trust among neighbor is of paramount importance. To that end, laws are enforced, guard is kept, and all are expected to work for the betterment of the community.
Know: (Religion) - DC 20: The Hearth and Field focuses primarily on protecting small communities, but also seeks to guide those communities in traditional values, not to develop them into bustling cities. If a community grows too decadent and shows no sign of adherence to the teachings of Erastil, it will be left to its corruption.
Know: (Religion) - DC 25: The church of Erastil has a fairly loose hierarchical structure, and members thus have a fair amount of autonomy in their actions. They are each trusted to adhere to making everyone in the community be useful for its stability.


I hope I actually like any of the factions that are in game. Not sure I could play often enough to create my own, and I'd rather play with cool people.


Kingmaker Building List:

Alchemist
Exotic
Craftsman
Library
Barracks
Granary
Luxury Store
Black Market
Graveyard
Magic Shop
Pier
Brewery
Herbalist
Mansion
Shop
Brothel
House
Mill
Shrine
Caster's Tower
Inn
Monument
Smith
Dump
Jail
Park
Stable
Tannery
Tavern
Tradesman
Tenement 
Watchtower
Academy
Garrison 
Guildhall
Noble Villa
Theater
Market
Temple
Town Hall
Arena 
Castle 
Cathedral 
Waterfront

Grrr, Evernote, you need to do better at pasting...

Anyway, the above list is all the buildings in the Kingmaker Player's Guide. I know KM stuff won't necessarily rule how this all plays out, but I think it's a pretty solid idea of the kinds of buildings that should be included. The trick is figuring out the interplay of each, and how to stylize each for each culture.

I'm curious, how does something like an Inn work in an MMO if there is no mechanical need to rest or eat? I would love to run one in game that acts as a cultural center for bard types who want to show off their storytelling or poetic chops in game.

Which brings up the mini game I'd like to see: music making! Probably too resource intensive, but it'd be great for there to be a thing that players could use in a given environment to create a cultural impact. I know some folks would come in and play terrible cacophonous sounds just to be annoying, but it would be fun to be able to go into a worship space within the game to hear someone's morning liturgy to Sarenrae. Is that in any way possible, or am I out of luck?


To the last point, I'm wondering if there could be something like in the civ games where borders are influenced by culture rather than military power?


Ok, so after having read the thread, now understanding the technical challenges and getting a sense for player preferences, it seems like it's really up to folks wanting to or not to play as though darkness is a limitation.

Are there games that have played with Exhaustion mechanics? I'm thinking of how in the PnP version of PRG, one can't really haul across the landscape for more than 8 hours straight without running into non-lethal damage/fortitude saves.


kyrt-ryder wrote:
Sneak Attack would probably work the same way it always does, meaning when you can catch your opponent off-guard and only while they are off-guard. (I strongly suspect the flanking aspect would be removed or at least reduced.) Thus it's good for sniping or the first shot out of an ambush, but it's not going to be a constant stream of bonus damage.

I rather liked the way Dragon Age: Origins handled backstabbing, and could see it as a possible stand-in for flanking. While this wouldn't provide benefit both melee fighters, it would at least benefit one of them.

HOHM, I like the idea of having 'recommended' builds available, and I think what you have is on a good track.


Zesty Mordant wrote:
Weynolt wrote:

I likely missed this answer in the above (sorry, reading quickly), but is toggle-able darkness technically feasible? If not, no worries, but I appreciate having things be dark.

I'll go back and read the whole list at some point later on today or tomorrow.

I'm sure it's "technically" possible but I don't know why it would be desirable. There seems to be more than a few people that would like to have night-time be darker than WoW and having the view distance reduced at night. However, the CEO of Goblinworks said it wasn't worth the effort because people will just cheat around it.

Right, I did catch Ryan's comments toward that point earlier, and they make sense (in that I figure most folks will figure out ways around what they don't like).

Back to catching up on the rest of the thread, but figure that's the upshot at least around the darkness question.


I likely missed this answer in the above (sorry, reading quickly), but is toggle-able darkness technically feasible? If not, no worries, but I appreciate having things be dark.

I'll go back and read the whole list at some point later on today or tomorrow.


Elth wrote:
LazarX wrote:

The problem is any mechanism that's put into the game WILL, not IF, be exploited by jerks and gankers who are drawn to MMOs to get their jollies.

You never put anything into an MMO without considering that aspect of it.

QFT

Looking forward to the imaginary single player coop Pathfinder RPG Now with realistic turn based combat and friendly fire!

Note: That wasn't sarcastic. If someone ever does do a decent game with that concept I'll be all over it like Angelina on a third world country childcare centre.

This is the mini game I would like to see made for mobile devices, but instead of pure SP to make it more along the Final FantasybTactics line.

Or as a virtual PRG: Battles line, resurrecting the dnd minis rules in its own way.


I'm liking the sound of it. Would there be the possibility of observing what is going on in the game servers from the outside for those who are not in the 4,500? Mostly I'm wondering (as someone who doesn't play MMOs) how one keeps track of the changes that are happening in world without being in game to see them?

Also, re sandbox, I like the kind of vibe I'm getting from you. More along the Minecraft experience of things, but with a deeper story/world behind it.

Re: middleware - Do you have a particular aesthetic in mind? Im thinking of a game like Torchlight, where each of the playable character classes has a very specific look and feel to them. Another way of phrasing this might be to ask "What is your base assumption about the kind of machine most people have?" I think the kind of home-build custom rig that I have is likely quite different from the kind of laptop that most folks would buy for school, but the latter is far more common than the former. Thoughts?


Hooray! I'm liking the sound of this.

Lisa: Fram, Fram! I'm looking forward to lots of dauntless questing. : )

-

Regarding tablets, I think it'd be great to have a mini-game somewhere along the way, maybe based around managing property ownership.

Otherwise, keeping it rooted in character management would be fine too, but im also pulling for some good supporting apps.


Curious. Interesting ideas!

I'll post an idea tomorrow. What are your two others going to play?


4d6 ⇒ (5, 6, 2, 3) = 16
4d6 ⇒ (2, 4, 3, 1) = 10
4d6 ⇒ (3, 6, 6, 6) = 21
4d6 ⇒ (4, 2, 1, 1) = 8
4d6 ⇒ (4, 2, 5, 4) = 15
4d6 ⇒ (4, 6, 2, 3) = 15
4d6 ⇒ (5, 5, 6, 4) = 20
4d6 ⇒ (2, 2, 1, 4) = 9

14
9
18
7
13
13
16
8

So 18, 16, 14, 13, 13, 9. Thats reasonable. I'm thinking a cavalier, something in a lady half-Orc.


I'll submit a half Orc cavalier (cockatrice) a little later on. Interested!


From the Pathfinder Reference Document:

"Measuring Distance
As a general rule, distance is measured assuming that 1 square equals 5 feet.
Diagonals: When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.
You can't move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent.
You can also move diagonally past other impassable obstacles, such as pits.
Closest Creature: When it's important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die."


Dot. Taking time to craft a half-orc cavalier. Will post later today or tomorrow.