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I'm sure the following doesn't work or make sense for a variety of reasons, but I thought I'd toss the thought out there anyway...
One option that would be interesting is the ability to be the GM in the Pathfinder MMO. Obviously, this couldn't be the same as being a real GM due to the inherent griefer potential and undesirability of granting god-like powers to some random player, but within certain constraints, perhaps it could work.
As an example, suppose the newb area has a goblin tribe nearby. Typically, these would be scripted/AI controlled monsters. The tribe itself would be static - each time a player comes, the same goblins are there to kill upon respawn, they have the same tactics, and nothing changes.
So, suppose that the GM player controls the goblin tribe. He plays a game that is more akin to a RTS, sending out the goblins to gather treasure and expand the goblin village. When adventurers attack, he rounds up the nearest goblins and sends them off to fight. If the goblins win, they level up a little, and potentially steal the PCs gear. This makes the goblins slightly tougher and more challenging, provides a little more thrust behind random encounters (PCs encounter goblins because the goblin player is sending them off to find worg puppies, for example), and provides for a style of PVP that's a little more abstract and less personal than the typical MMO.
It could be expanded further into module type content. Imagine entering an instance with a GM (who must be approved by the players entering such instance) based upon a module. The GM sees the entire dungeon from the perspective of the monsters and antagonists. If the players talk to an NPC, the GM chooses among the dialogue tree options available to that NPC. The encounter can still be resolved, but it's more dynamic now that there's another human on the other end.
I realize there are a number of problems with this even at the theoretical level - it basically requires programming a second game (the RTS) on top of the first game, would need to be monitored closely for the potential grief abuse, and the number of players who could be a GM is inherently finite outside of instances (how many goblin tribes can possibly be located by the newb area?), but, given as how I'm a super expert on all things MMO by virtue of posting here, I thought I'd run it up the flagpole anyway.

Simon Hayes |

I think the first part can be done easily with a another approach. In other topics people are discussing the eventuality for players to lead a whole city full with NPC that do the hard work. Why not being able to play a goblin leader that tries to make his own tribe stronger?
Take from the goblins the ability to harvest and they will need to raid humans outposts in order to grow.

Chuck Wright Frog God Games |

How about a "Monster Play" option that doesn't allow persistent re-spawning once defeated by "Character Players"?
It would be more of a "GMs Assistant" than a "GM". Perhaps even a system that tracks how much you play the adversaries, gaining experience or achievements or points or ranks or what-have-you that would allow you to play more and more powerful adversarial creatures. This would help create a learning curve of abilities.
Heck, what if you separate this all out by creating different roads of development? Goblinoid progression, Bandit progression, Theif/Assassin progression, etc.
One of the keys, for me, would be to make these "Monster Players" suffer perma-death. The experience gained is kept by the player.
I've got tons more ideas on this... trying to assemble them.

Chuck Wright Frog God Games |

I'm generally happy being able to play non-humanoids, but, at that point, you've deviated from a different play style for the GM to just another racial choice for players which will be balanced against the other choices.
Plus, to a certain extent, your job as the GM is to lose.
Well said, Sebastian.

Anderlorn |

I'm generally happy being able to play non-humanoids, but, at that point, you've deviated from a different play style for the GM to just another racial choice for players which will be balanced against the other choices.
Plus, to a certain extent, your job as the GM is to lose.
Yep, unless you want to lose your players.

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I'd like to see in addition to the base game a "fairly cheap" GM client.. gives you a spot for your first instance dungeon in specific starter areas; kobold warrens .. goblin caves etc.. you get an area specific "instance structure" build it with gamified world building tools with "encounter boxes" populate with area specific creatures appropriate CR restrictions and so on ... people who run it and give a positive rating and GM xp which you can spend on some vanity items..
Also once your GM XP goes up you can do higher and higher CR areas with increasing options. You could then add more GM options controlling text and AI to add plot. This would weed out some yo yo's before you get to the intricate and rewarding GM choices. Adding the ability to flag content should cover worst offenders. By the time you get an adventurer to 6th level or so you should face some decent GM work. User made content decided by the user.