Expanding BGTSCC

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Steve
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Re: Expanding BGTSCC

Unread post by Steve »

As a Player on BGTSCC for far too long ( :violin: ), I’m very thankful to many of the recent Developed “expansions” to BGTSCC, like dedude’s mini-Boss attacks in almost all Areas. Or, the new line of Quests that “reach out” to passing PCs. And character building has never had as much variety, even the aesthetics! And the plethora of "bug" fixes and behind-the-curtain work (sometimes you have to pity Valefort... :twisted: ).

These additions expand BGTSCC exponentially, without bloat (hopefully). But really yes, the “landscape” stays too much the same...and it is only this same-old-same-old negative because of being static, and that can/should change. MUCH MORE IMPORTANT THAN NEW AREAS, which though beautiful in themselves, just add to the many Areas that remain abandoned with regularity (especially those Areas that don't have the greatest XP-to-Kill ratio 0:) ).

Cause really: who wouldn’t LOVE to see the gnolls Beholder change out once a year, or there to be a frozen bay at Baldur’s Gate (it happens!), or trade between “kingdoms” actually manifest and build new economies...or even fail, and cause greater rifts between locales, something tangible!

For example, when I see Baldur’s Gate city, I unfortunately see static. But what I imagine it as full of life, intrigue, change, seasons (!!), variety, etc. NPCs ACTUALLY DOING something. New shops, closed shops, hell...even some road work would be a change that makes you say "Baldur's Gate Lives!"

Maybe this seems like putting "work" on the plate of DEVs, but it could also be seen as a collaboration where Player storybuilding combined with DM support combined with DEV adjustments actually gives EVERYONE a sense of freshness, Life, and...wait for it...lasting and renewed enjoyment of the Server!!

:dance:

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Ithilan
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Re: Expanding BGTSCC

Unread post by Ithilan »

Endelyon wrote:
Ilithan wrote:Citadel of Strategic Militancy
Sadly this one doesn't exist until after the Time of Troubles, I think it would also be cool to have it out in the farmlands. On the topic of Elturel we did request a builder to make it, and they agreed, so it was going to be implemented in some form. Unfortunately they retired before finishing the project. Hopefully we can find another builder to make a new version for us. I could try to slap "something" together myself but it wouldn't be pretty. :p

Im not certain it doesnt exist till post ToT, after all Lady Kaitlyn Bloodhawk becomes the Avatar of the Red Knight, during the ToT and leads a band of adventurers to Tethyr. But it never states the Citadel is established after, only that the Order of the Red Falcon resides there and that Lady Kaitlyn becomes some manner of high priestess and this is a central place of worship. I imagine she would exist and hold some minor politic or at least social status in the Western Heartlands and more notably BG / Elturel area, in order to establish a citadel so quickly that (presumably) is a family inheritance? Seems to be differing perceptions of the Red Knight and her followers pre/post ToT and the validity of the canon lore and its actual dates :D

And i'm glad to hear these things are at least considered, in terms of Elturel. I hope some one will volunteer anew to build this city.

In terms of the many many requests I see here for epic dungeons and higher end content, im not opposed to any of these suggestions. But I have to put emphasis on the fact that; while surface players have at least 4 epic level dungeons/areas to frequent. There is only one for the UD, not counting the netherese ruins tbh, since we would have to count Avernus for the surface too then. And the UD is desperately in need of more high end content.

Edit: oh and its I-t-h-i-l-a-n :D ive seen so many variations over the years, I know its a blur of I's and T's and stuff, elven is annoying.. But yeah, Ithilan :P
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Montleberry
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Re: Expanding BGTSCC

Unread post by Montleberry »

Not a thought for a physically bigger world, but on making it seem more alive. Something that seems simpler to do would be DMs on a more frequent basis just dropping a few monsters into areas they aren't normally found in. Then just leaving them there to wander for people to encounter.

Exploring Cloakwood prepared the usual, but coming across an orc scounting party. Wandering toward Beregost planning for goblins and encountering a hunting troll. That sort of thing.

Not so much DM controlled or taking up a DMs time waiting for someone to find them, just dropped and left to be encountered would making it feel more like a world where the monsters move around, seek new territories and wander into new areas to hunt.

It may also lead to RP of discussing where they came from, is it a chance meeting or a sign of something bigger, telling/warning friends and guild mates about unexpected monsters. If done with at least a little regularity so players began to have the sense there is at least a reasonable risk of unexpected trouble it might also be a reason to consider what gear or spells to take on a venture instead of just preparing for an area that you always know what to expect from. The random bandit or giant ambushes in some areas are exciting the first time, but then become expected. This might have a more truly random encounter feel.

If in general CR appropriate monsters are left to encounter it shouldn't mean a sudden unavoidable death to players who would normally be there or out of place loot drops. If a stronger than the area is meant for character is passing through it still would be an interesting encounter even if not necessarily a strenuous combat one.

Not sure if there are practical reason this doesn't happen more, or if it does and I just don't run into it, but I feel like I very rarely encounter something unexpected in a familiar area and it seems like a few random encounters of this sort with some degree of regularity would be a lower effort but noticeable impact sort of thing.
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Hoihe
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Re: Expanding BGTSCC

Unread post by Hoihe »

Montleberry wrote:Not a thought for a physically bigger world, but on making it seem more alive. Something that seems simpler to do would be DMs on a more frequent basis just dropping a few monsters into areas they aren't normally found in. Then just leaving them there to wander for people to encounter.

Exploring Cloakwood prepared the usual, but coming across an orc scounting party. Wandering toward Beregost planning for goblins and encountering a hunting troll. That sort of thing.

Not so much DM controlled or taking up a DMs time waiting for someone to find them, just dropped and left to be encountered would making it feel more like a world where the monsters move around, seek new territories and wander into new areas to hunt.

It may also lead to RP of discussing where they came from, is it a chance meeting or a sign of something bigger, telling/warning friends and guild mates about unexpected monsters. If done with at least a little regularity so players began to have the sense there is at least a reasonable risk of unexpected trouble it might also be a reason to consider what gear or spells to take on a venture instead of just preparing for an area that you always know what to expect from. The random bandit or giant ambushes in some areas are exciting the first time, but then become expected. This might have a more truly random encounter feel.

If in general CR appropriate monsters are left to encounter it shouldn't mean a sudden unavoidable death to players who would normally be there or out of place loot drops. If a stronger than the area is meant for character is passing through it still would be an interesting encounter even if not necessarily a strenuous combat one.

Not sure if there are practical reason this doesn't happen more, or if it does and I just don't run into it, but I feel like I very rarely encounter something unexpected in a familiar area and it seems like a few random encounters of this sort with some degree of regularity would be a lower effort but noticeable impact sort of thing.

I would like to put a strong emphasis on CR appropriate. If not CR appropriate, it should have clues/signs so you can react in time.

Like in Gothic 2, Shadowbeasts were always foreshadowed by blood in front of the random cave, orcs by discarded weaponry/NPC rumours. Easy to miss and then die, but if you pay attention you can get rewarded. (you could cheese a quest by listening to rumours of a wounded orc dropping his axe, then claiming you got that axe by killing an orc to earn favour).
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Moridin
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Re: Expanding BGTSCC

Unread post by Moridin »

I actually played on a server once that had your idea, except it was scripted. There was something like a 5% chance of a random encounter, and it would pick from a table of 100 encounters. Finding a beholder when trying to fight umber hulks was fun as a rogue and it also generated rp since my character went back to town, gathered a hunting party, and attacked the creature with about 5 other Drow. Finding a beholder in the sewers however would not be fun.
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Re: Expanding BGTSCC

Unread post by Calodan »

Hoihe wrote:
Montleberry wrote:Not a thought for a physically bigger world, but on making it seem more alive. Something that seems simpler to do would be DMs on a more frequent basis just dropping a few monsters into areas they aren't normally found in. Then just leaving them there to wander for people to encounter.

Exploring Cloakwood prepared the usual, but coming across an orc scounting party. Wandering toward Beregost planning for goblins and encountering a hunting troll. That sort of thing.

Not so much DM controlled or taking up a DMs time waiting for someone to find them, just dropped and left to be encountered would making it feel more like a world where the monsters move around, seek new territories and wander into new areas to hunt.

It may also lead to RP of discussing where they came from, is it a chance meeting or a sign of something bigger, telling/warning friends and guild mates about unexpected monsters. If done with at least a little regularity so players began to have the sense there is at least a reasonable risk of unexpected trouble it might also be a reason to consider what gear or spells to take on a venture instead of just preparing for an area that you always know what to expect from. The random bandit or giant ambushes in some areas are exciting the first time, but then become expected. This might have a more truly random encounter feel.

If in general CR appropriate monsters are left to encounter it shouldn't mean a sudden unavoidable death to players who would normally be there or out of place loot drops. If a stronger than the area is meant for character is passing through it still would be an interesting encounter even if not necessarily a strenuous combat one.

Not sure if there are practical reason this doesn't happen more, or if it does and I just don't run into it, but I feel like I very rarely encounter something unexpected in a familiar area and it seems like a few random encounters of this sort with some degree of regularity would be a lower effort but noticeable impact sort of thing.

I would like to put a strong emphasis on CR appropriate. If not CR appropriate, it should have clues/signs so you can react in time.

Like in Gothic 2, Shadowbeasts were always foreshadowed by blood in front of the random cave, orcs by discarded weaponry/NPC rumours. Easy to miss and then die, but if you pay attention you can get rewarded. (you could cheese a quest by listening to rumours of a wounded orc dropping his axe, then claiming you got that axe by killing an orc to earn favour).
I don't want clues or signs at all. The ruins immersion and the actual thought of danger.......Go ahead and stomp me with a monster of unusual strength. DMs do it all the time and players crave it so lets put it IG now.......
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Re: Expanding BGTSCC

Unread post by DM Unicorn »

Montleberry wrote:Not a thought for a physically bigger world, but on making it seem more alive. Something that seems simpler to do would be DMs on a more frequent basis just dropping a few monsters into areas they aren't normally found in. Then just leaving them there to wander for people to encounter.
I do this irregularly.

But hearing that players would enjoy this gives me a couple of ideas to improve the concept. Expect to see more.
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Steve
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Re: Expanding BGTSCC

Unread post by Steve »

DM Unicorn wrote:
I do this irregularly.

But hearing that players would enjoy this gives me a couple of ideas to improve the concept. Expect to see more.
This is great.

From a player-perspective—and I'm sure the current DM Team still has a taste of this! 8-) —even small differences from the norm, small changes, random interactions, etc., have a yuuuuuge impact. Just the idea that a DM has "touched" a Map somewhere by dropping a random coin pile or a mob, gives Players not only hopes but ideas to continue to Role-play in those Areas...and we have many, many Areas that provide 6 minutes and 20 seconds of use, then the Players moves on because the XP is too low and because the Area is full of mobs, it is ALSO no fun to stand around trying to RP when mobs constantly harass the PC.

You know, for a Server reset, plop down a new house, or fence, or some weird tree circle, or a broken caravan with a skeleton or whatever! Props + small stories are possible to fuel Players to "play on" and develop into something more personal, to their PCs.

And of course, that is the end goal, in many ways: personal PC development that can evolve within the context of the greater Server environment. A Player can make the greatest effort and achieve the most beautifully build story around their PC, but if that PC lags in a static environment where their IG efforts have zero effect, well...this pretty much answers Maecius' question about "player exoduses."

I don't think I'm entirely off base by pointing out that a majority of Players have 2-3 hours MAX per day, and even per week(!), that they can apply to BGTSCC. Given that shortage of time-investment, it is difficult to get access to the longer term stories and campaigns...and I'm sure that both DMs and Players know the difficulty to storyline progression even within a 4 hour session.

My point is the little things then REALLY count, especially for the more infrequent Players who are fascinated and appreciative of BGTSCC, because it provides a very unique Forgotten Realms / D&D experience. And these little things ALSO do not require a DM to be online for hours and hours, either. Thus a DM can DM and still get their Player-side fix, without losing too much of their RL to this game, and burn out.

Cheers.

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

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Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
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Re: Expanding BGTSCC

Unread post by aaron22 »

DM Unicorn wrote:
Montleberry wrote:Not a thought for a physically bigger world, but on making it seem more alive. Something that seems simpler to do would be DMs on a more frequent basis just dropping a few monsters into areas they aren't normally found in. Then just leaving them there to wander for people to encounter.
I do this irregularly.

But hearing that players would enjoy this gives me a couple of ideas to improve the concept. Expect to see more.
not sure this is you (whole point.right?). i think i have had good RP line built from something like this. enjoy it.
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