Monstrous Characters


Pathfinder Online

Goblin Squad Member

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LOTRO gives you the chance to play as 'monster' races once you've raised a standard character to a minimum level requirement. This allows meaningful warfare between the monster races and 'good' races and leads to a much more diverse and involved campaign.

I wonder how many players would jump at the chance to play a monster in PFO? It would probably have to be intelligent, could be priced in Real Money according to starting CR, and would obviously need a built-in reaction mod for NPC encounters (I can't see the local guards waving through an Ogre just because he has a neutral Reputation). Maybe a 'Monster' Flag would do it?

The gaming possibilities are rich - are you a fiend who preys on travellers? Are you struggling against your heritage and want to become accepted? Are you at war with the other monsters in your area and those pesky humans keep complicating the power balance?

Social monsters might even have their own organisations, although some sort of racial restriction would be needed to prevent a 'Supervillain' organisation.

Personally, I'd happily pay to play a Hag or similar as an alt. It would be one of the few situations where I wouldn't really care about PvPers always trying to beat the snot out of me.

Goblin Squad Member

Crowdforger Alpha Additional Benefits

All Crowdforger Alpha backers will be given the opportunity to take part in monster casting for Pathfinder Online. Monster casting is a pool of players from which we will draw participants in various monster-based events in the campaign. Participants will be able to play the roles of the monsters needed for the campaign event and will be given direction by the Goblinworks staff on playing these monsters. Being in the monster casting pool is currently the only way that players will be able to play monsters while playing Pathfinder Online. This is a special privilege and not a right—if it is abused by a member of the monster casting pool, this privilege will be taken away.

Good news is: They already have plans for this! The other news is... it's currently the only way to get in on the action!! I really hope they 'elaborate' this in the future.

Goblin Squad Member

AvenaOats wrote:

Crowdforger Alpha Additional Benefits

All Crowdforger Alpha backers will be given the opportunity to take part in monster casting for Pathfinder Online. Monster casting is a pool of players from which we will draw participants in various monster-based events in the campaign. Participants will be able to play the roles of the monsters needed for the campaign event and will be given direction by the Goblinworks staff on playing these monsters. Being in the monster casting pool is currently the only way that players will be able to play monsters while playing Pathfinder Online. This is a special privilege and not a right—if it is abused by a member of the monster casting pool, this privilege will be taken away.

Good news is: They already have plans for this! The other news is... it's currently the only way to get in on the action!! I really hope they 'elaborate' this in the future.

It is worth noting that, the limits of this are pretty direct. Monster players are going to be under direct orders by the DMs, so it won't quite be the same thing that OP was hoping for.

What also is worth noting for those who haven't backed. There is no such thing as a "good" race that is playable either. IE I highly doubt the existance of angelic races as player selected either. All currently probable races are alignment any. Tyranical humans, elfs and dwarves can be just as "monsterous" as a vampire or red dragon, if by monsterous you are meaning evil and likely to be in direct conflict with players on the side of good.

Goblin Squad Member

The idea nevertheless has merit. If it were to be reconsidered I would still recommend that the monster 'sessions' be unique, the monster player should not have an in-game map or minimap, should not be able to willfully use any in-game chat system (we cannot really control for third party voice apps), and the location of spawn should be practically random. The monster should loot his kills and be fully lootable when killed without a chance of respawning.

Goblin Squad Member

They have to be choreographed a lot more tightly: It should be a RP guidelines option ie free for the player to manipulate as per an avatar, but under guidelines of interaction outcome objectives. IE it's performing a role that yields interesting gameplay for players being played against.

It's not a "RIGHT!! Now I'm a Red Dragon - that settlement where I used to pay through the nose for gol armour is toast!" :D

Goblin Squad Member

I'm talking more about playing a monster as an ongoing character that has the opportunity to improve and plan, just like any other PC. The major problem a monster PC would have is access to training and equipment. The first might be dealt with by letting them train on their own but at a penalty, maybe taking double time and with limited options. The second would be dealt with by looting.

A monster character would not be everyone's cup of tea, but I think that the fun factor would compensate for the training difficulties and loss of access to bought resources. Besides, if you know what to expect when you buy the character option, you can't really complain later.

Goblin Squad Member

Generally the way I think of characters and monsters in a story is: Characters = grow/change ie in RPGs or mmorpgs "progression"; Monsters = test/fixed nature problems for the characters to solve/pass. Also the more powerful/intelligent the monster the rarer it is. In PFO I think mobs basically operate to act as combat challenges and of course increase risk and add damage to items. They'll also add story elements and create immersion in the world eg escalations of mobile mobs makes the world more alive and as if it is fighting back wilderness fighting against the attempts of civilized races to conquer it. Indeed that's a grand(est arc that probably echoes the deities battles with each other in some respects.

GW will add other "civilized races" first eg Gnomes, Halflings etc.

The role of the monster is much more supporting cast I think in the drama? The characters grow via skill-training and change via alignment, the mobs just pose more challenging content for them (more powerful mobs (types) and more powerful levels (stats) I guess?). The devs just need to grab the mob and allow the players to "drive it". It's much simpler I think? They will also add crafted stories so the mobs (players using monster cast) act with purpose which again challenges and immerses the players in the world in further ways. They can attack ambush suddenly, target vulnerable assets. Gather resources that power further problems for the players etc etc. For the players, their characters get the chance to fight intelligent antagonists. Eg wolves that form a pack and single out a clothe wearer to drag down and rip apart!!

Maybe rarely if the mobs are winning, they can summon a dragon or demon that tears down settlements!

Goblin Squad Member

Can I make a gunslinger octopus wielding 8 pistols?

But seriously I think its a great idea (i love goblinscomic.com too), and Ryan Dancey has expressed his concern for abuse.

Here is my proposal:
Max 1 Monster character per account
Perma-death on monster character
24 hour wait on recreation time
Monster stays logged in when you log out
Can set logged out behavior like guard treasure, or hide, or sleep, or aggressive defense of monster settlement
No map data, cant read players names or settlements
Randomly born into a monster escalation hex
Does get the chance to level up
Collects monster points for doing monster stuff, the more successful the more points
These points can be used to make unique or upgrade to special monster

The hardcore perma-death original Pen and Paper RPG that is free for anyone? Could be considered a demo or free-to-play version that gives paying players content? Hell i would pay to play a monster. It would be fun. I really like this idea.

Goblin Squad Member

I have no serious issues with any of those suggestions. In particular I like the idea of perma-death, with the ability to recreate a new character but not just instantly respawn the old one. I know there are recurring villains, but there have to be limits!

I would like some sort of 'XP'/experience carry-over to the new character, even if it is not the full amount that the old one earned.

If I have reservations about any of the suggestions then they are with the permanent log-in. It might work if you can build a hideout to hole up in or even have automatic intelligent behaviour for when you log out, but otherwise I would prefer that the character 'disappears' when you log out. If you have been raiding and are being hunted, it would be very 'cheesy' just to log out but no more than with a Bandit or other human/demihuman protagonist. The locals would have the opportunity to be on the look-out for the local monster next time, possibly posting more guards or organising a hunt.

Goblin Squad Member

Xaer wrote:
Hell i would pay to play a monster. It would be fun. I really like this idea.

Atm, we know and GW know people will pay for it eg alpha level. So it has a future potential I think. Certainly I'd increase my sub per month for the option or at least pay more so that in X months I earn enough to unlock it if priced high. The caveat would be based on "Trust" - so players would need impeccable record on their account and length of time to be invited for eg events.

I'm not convinced a separate progression system is possible: Once you choose that you have competing interests:

1) Providing content to player characters as a monster
vs
2) Improving your monster
&
3) Doing things as a monster selectively for or against specific characters/communities.

If you focus on 1) you just change stats to suit the playerbase and/or control more dangerous type of mob.

I see this very much as a branch to the trunk of the main game character progression + settlement growth.

Goblin Squad Member

I am already am an Alpha backer, but I want something more than a novelty.
Yeah it would need reworking.
@Lisa Stevens i remember someone saying she supported the idea of playing monsters?
I just remember being 12 when Ultima Online came out, and from the box art I thought I could play anything i wanted. You can imagine my disappointment when I found out i couldn't be a daemon that lived in a cave.

Goblin Squad Member

It would be ideal but not possible for years due to all the "fractal spaces" that are possible to choose from.

Approximation of "Monster Cast" is already a great deal that is a reality for some players, that could turn out to be v successful (commercially and immersively for all players) so we will see how it works and build on it if warranted.

As it's offering a unique experience in game it can be classified as premium content in my book already, I think? The more commercial it is or is not determines it's future potential.

Of course I 100% with Sadurain and Xaer I'd love MOAR! :)

Goblin Squad Member

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Ah... What I wouldn't do to play a gnoll, or lizardling.... There are others aswell but I think asking to play Glabrezu is pushing it! :P
I intend on PvPing almost 24/7, only broken up by RP... oh and how delightful that RP would be if I was a minotaur or a troll.

Goblin Squad Member

What might be something to consider in this regard would be for the developers to secretly record successful player-developed combat rotations and supplement monster combat AI with those. This could be conceivably extended to small unit tactics for monster groups.

Goblin Squad Member

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** Reposted from a previous thread **

It occurs to me that this might be a feature of the cash shop. Players could pay cash to be able to assume the role of a monster boss with a contingent of followers and a lair of some sort for say, one week. During that week the player, as a monster boss, could muster as much defense as possible with the full expectation that his/her doom is near since the appearance of a new lair would be posted in nearby settlements. Other players would have to group up to try to rid the land of the creatures and their boss and would be able to loot the boss treasure.

As an item available from the cash shop these bosses would be stronger over time (and would cost more accordingly). Perhaps even allowing the player to place the monster lair in a hex of their choosing, or having the available hexes light up on the map when the player begins the process of placing the item. also there would be a finite number of known action buttons that would be part of each different monster boss's repertoire.

For example, a lich would have "Summon zombie", "Summon skeleton", "Summon ghost", "Freeze enemy", "Supernatural alarm", "Soul leech" (lich healing spell)...just as examples. So six action buttons for six spells, and every lich would have the same ones. Or possibly 12 spells and the player could choose six of the 12 possible spells upon creation of the monster lair.

Goblinworks Executive Founder

I could see a monster lair being made available similar to the control scheme; give 22 hours notice worldwide that there will be a monster lair open for 2 hours. If you can survive for those two hours, the 'monster' steals something really valuable from the targeted settlement and your character/settlement gets it by hand waving. If you get defeated, then the character that beat you gets stuff of value proportional to what you spent on opt he lair.

For extra extra fun, time the monster to open at the same time as a siege or other major event.

Goblin Squad Member

... or we could play a beholder ...

I want to Play a Beholder

:D

Sczarni

A good friend of mine worked at SOE. a few other friends went to vist him and he let them play as a "GM" you got to spawn in as a "named "boss" Mob" and run around attacking PC's. It was a blast untill he would say ok let them kill you... then they got the EXTRA loot. The First PC that would get killed were always like AHHH man the game is buged there not suposed to ignore the tank and kill the Cleric.

haha

Goblin Squad Member

chris szymanski wrote:

A good friend of mine worked at SOE. a few other friends went to vist him and he let them play as a "GM" you got to spawn in as a "named "boss" Mob" and run around attacking PC's. It was a blast untill he would say ok let them kill you... then they got the EXTRA loot. The First PC that would get killed were always like AHHH man the game is buged there not suposed to ignore the tank and kill the Cleric.

haha

That's exactly what I'd do if I was a dev... Messing with the players in the best way!

Goblin Squad Member

@ chris szymanski That's a great way to get the monsters to behave in unusual ways.

Just imagining some monster play method, where the player's control was time-limited, perhaps inversely proportional to the creature's power. So if you randomly got stuck in a goblin, you might be able to spend some time there. A troll, not as much.

Goblin Squad Member

chris szymanski wrote:

A good friend of mine worked at SOE. a few other friends went to vist him and he let them play as a "GM" you got to spawn in as a "named "boss" Mob" and run around attacking PC's. It was a blast untill he would say ok let them kill you... then they got the EXTRA loot. The First PC that would get killed were always like AHHH man the game is buged there not suposed to ignore the tank and kill the Cleric.

haha

On the Richterm NWN servers the devs would randomly pop up as unusual monsters and either attack things and create havoc or sometimes offer very peculiar quests with huge rewards. One member of my Drow clan was accosted by a baby blue dragon that sent him to do some really random stuff and rewarded him with a ludicrous amount of gold together with an ongoing quest he refused to reveal.

Then again this was a server that had a "legendary farm" with flocks of "legendary chickens" the size of chickens but all the stats of ancient red dragons.

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