It is simply asking for MORE of one thing, not a removal or force change on existing structure, in this case, neither RP or organization IC or OOC.
Promoting RP while adventuring
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- Steve
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Re: Promoting RP while adventuring
More areas that require a group or "party play" is not a "forcing" of anything upon anyone.
It is simply asking for MORE of one thing, not a removal or force change on existing structure, in this case, neither RP or organization IC or OOC.

It is simply asking for MORE of one thing, not a removal or force change on existing structure, in this case, neither RP or organization IC or OOC.
Banned for some months.
- Kauaiian
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Re: Promoting RP while adventuring
I enjoy areas like this. And agree we need more. Maybe an area like this in the UD?chad878262 wrote:Wouldn't be bad for more areas that require a party/are more difficult to solo.
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Side
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Re: Promoting RP while adventuring
Maybe this is where skill checks can come into play?
Perhaps areas can be made so that a party can charge in and do their thing, but a solo player or smaller group than is normally required can do a few things on the side involving skill checks to make the area easier for them.
Perhaps areas can be made so that a party can charge in and do their thing, but a solo player or smaller group than is normally required can do a few things on the side involving skill checks to make the area easier for them.
Passiflora wrote: AS A DROW you will kill DUERGARS for like..... lvl 9 to 25. A DAMN LOT OF DUERGARS.
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ctothep
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Re: Promoting RP while adventuring
If we had randomly spawned caravans from mist lake to S'shamath that PCs can raid ... man that would be amazing!
What would be even more awesome is that they spawn on random times that PCs can find out due dialogue with NPCs spread throughout S'shamath when the caravan is on their way!
Not sure if this is possible but that would be really awesome.
What would be even more awesome is that they spawn on random times that PCs can find out due dialogue with NPCs spread throughout S'shamath when the caravan is on their way!
Not sure if this is possible but that would be really awesome.
Characters:
Zaraun - Vhaeraunite Deathsinger, School of Illusions and Phantasm
Retired Characters:
Iston - Lost within the void ... (deceased)
Zaraun - Vhaeraunite Deathsinger, School of Illusions and Phantasm
Retired Characters:
Iston - Lost within the void ... (deceased)
- Garn Greymoon
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Re: Promoting RP while adventuring
Some random ideas
- areas that require acrobatics / athletics to get across an obstacle
- areas that require a specific knowledge skill to understand more about something and that in turn may unlock a hidden passageway
- add some kitchens or kitchen like outside areas
- interactable wagons or caravans
- creating a rest area by using placables. Doing so would require a perception check to emulate the party taking watch
- perhaps something to promote traders and economics, nothing specific yet comes to mind
- areas that require acrobatics / athletics to get across an obstacle
- areas that require a specific knowledge skill to understand more about something and that in turn may unlock a hidden passageway
- add some kitchens or kitchen like outside areas
- interactable wagons or caravans
- creating a rest area by using placables. Doing so would require a perception check to emulate the party taking watch
- perhaps something to promote traders and economics, nothing specific yet comes to mind
Vabo . . . . . Gnome Druid - The Mushroom Man
Dag . . . . . Gnome Bard - The Twang Fury
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AlwaysSummer Day
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Re: Promoting RP while adventuring
Lore checks are always good. Like when you approach the ruins by thunders ride.
How about languages? Maybe have tips, lore, and even side quests that are only discovered with languages.
How about languages? Maybe have tips, lore, and even side quests that are only discovered with languages.
Roland; svirfneblin fist of the forest and eco terrorist.
Heinrich Von Rittermark; Everwatch Knights of Helm
Frederick Von Rittermark; Paladin of Azuth/Mystra
Erik Von Rittermark; Unknown
Heinrich Von Rittermark; Everwatch Knights of Helm
Frederick Von Rittermark; Paladin of Azuth/Mystra
Erik Von Rittermark; Unknown
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NegInfinity
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Re: Promoting RP while adventuring
That would be fun. I think that player-written books are supposed to use languages, except right now language display is broken in them.AlwaysSummer Day wrote:Lore checks are always good. Like when you approach the ruins by thunders ride.
How about languages? Maybe have tips, lore, and even side quests that are only discovered with languages.
- Akroma666
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Re: Promoting RP while adventuring
I thought I would post the feedback I've gathered so far. Most people I play with adventure rp over everything else as we find tavern or campfire rp rather stale. One consistent thing I found is it need to be worth our time. Lots of great zones go in, but most will be forgotten after their initial exploration unless there is a reason to go back. How is this done? Suggestions:
Questing
A once a week quest such as the goblin cave lost key quest. It encourages you to keep coming back. Sure at higher levels it becomes a pointless grind to run, get the key, and get out, but lower levels this makes for great adventure rp.
Grinding
There needs to be some sort of exp reason to go there. Most people love xvarts because of the grind appeal, unfortunately the adventer is lost because of the non stop loops. But for zones like sharpteeth who just got a big overall, there's no reason to go there for adventure to because there's no exp. The balance? Leads me to my next point:
Chests
Chests slow the party down because everyone needs to take a turn to loot them. We all stop and usually talk and discuss what has happened leading up to this point or what's ahead. Its best no mobs spawn nearby for tbjs reasn. We ask how everyone is holding up and if anyone needs:
Rest
Add a rest zone as a half way point that the party can rest, talk, and assort their new supplies, loot, or spells. This creates a small campfire rp to which is great to the climax of the adventure.
Boss Fight
Add a end boss that promotes teamwork. I would love to see a more scripted boss fight. Something that has phases. Example: when a boss gets to a certain HP, he yells for help and phases out. His minions swarm the party heavily and then he sneaks away to a ranged spot and reappears after half of the mobs are dead to unleash ranged spells or combat. Something that is scripted like this allows the party more fun than a linear fight.
All of these things will promote great adventure and a desire for its replayability. The best is a dungeon that isn't full of crazy twists and turns that frustrate the player. I think the gnoll tunnels are a great example of this but could use a little tweeling. Makes no sense a beholder is the final boss.. Why isn't a big chamber with a gnoll king? Chieftain? Or seer at least who summons a beholder as a trigger event?
Hope this helps..
Questing
A once a week quest such as the goblin cave lost key quest. It encourages you to keep coming back. Sure at higher levels it becomes a pointless grind to run, get the key, and get out, but lower levels this makes for great adventure rp.
Grinding
There needs to be some sort of exp reason to go there. Most people love xvarts because of the grind appeal, unfortunately the adventer is lost because of the non stop loops. But for zones like sharpteeth who just got a big overall, there's no reason to go there for adventure to because there's no exp. The balance? Leads me to my next point:
Chests
Chests slow the party down because everyone needs to take a turn to loot them. We all stop and usually talk and discuss what has happened leading up to this point or what's ahead. Its best no mobs spawn nearby for tbjs reasn. We ask how everyone is holding up and if anyone needs:
Rest
Add a rest zone as a half way point that the party can rest, talk, and assort their new supplies, loot, or spells. This creates a small campfire rp to which is great to the climax of the adventure.
Boss Fight
Add a end boss that promotes teamwork. I would love to see a more scripted boss fight. Something that has phases. Example: when a boss gets to a certain HP, he yells for help and phases out. His minions swarm the party heavily and then he sneaks away to a ranged spot and reappears after half of the mobs are dead to unleash ranged spells or combat. Something that is scripted like this allows the party more fun than a linear fight.
All of these things will promote great adventure and a desire for its replayability. The best is a dungeon that isn't full of crazy twists and turns that frustrate the player. I think the gnoll tunnels are a great example of this but could use a little tweeling. Makes no sense a beholder is the final boss.. Why isn't a big chamber with a gnoll king? Chieftain? Or seer at least who summons a beholder as a trigger event?
Hope this helps..
Storm - The Blade Flurry
Druegar Grizzleclaw - The Mountain Ruin Tsar
Akroma Thuul - The Creepy Enchanter
Liliana Duskblade - The B*tch of Bane
Jamie Dawnbringer - The Light in the Darkness
Druegar Grizzleclaw - The Mountain Ruin Tsar
Akroma Thuul - The Creepy Enchanter
Liliana Duskblade - The B*tch of Bane
Jamie Dawnbringer - The Light in the Darkness
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NegInfinity
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Re: Promoting RP while adventuring
Gnoll caves are one of the most amazing dungeons on the server and shouldn't be changed. In this area, you can have a blast playing a corner sneak without hips (level 10..13). It is one of the very few locations where this is even possible. The best dungeon is the one that is full of crazy twists. The player should be challenged instead of having a straight road towards the next bit of XP.Akroma666 wrote: All of these things will promote great adventure and a desire for its replayability. The best is a dungeon that isn't full of crazy twists and turns that frustrate the player. I think the gnoll tunnels are a great example of this but could use a little tweeling.
Things like "it doesn't offer xp" are OOC reasoning. Would be nice to have more RP reasons instead. Xvarts, for example, do not even have anything worth stealing. However, a paladin or a cleric, for example, would have plenty of reasons to go kill undead somewhere.
Multi-tier boss will get old after 3rd attempt, people will just figure out a strategy and keep using it.
Questing doesn't really encourage roleplaying - usually people just want to finish the chore as far as possible, and will be in a hurry. DM-created adventures are better.
- Akroma666
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Re: Promoting RP while adventuring
Oh don't get me wrong, I agree with you.. I was referring to the minortaur ruin labyrinth. No one likes that thing at first or even second or third pass. Its frustrating and not fun unless you have the map.NegInfinity wrote:The best dungeon is the one that is full of crazy twists. The player should be challenged instead of having a straight road towards the next bit of XP.
I absolutely think you need the twists, turns, switchbacks, and dead ends.
But I've said my peace, if you would like to pick apart my suggestions, have at it sir.
Storm - The Blade Flurry
Druegar Grizzleclaw - The Mountain Ruin Tsar
Akroma Thuul - The Creepy Enchanter
Liliana Duskblade - The B*tch of Bane
Jamie Dawnbringer - The Light in the Darkness
Druegar Grizzleclaw - The Mountain Ruin Tsar
Akroma Thuul - The Creepy Enchanter
Liliana Duskblade - The B*tch of Bane
Jamie Dawnbringer - The Light in the Darkness
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NegInfinity
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Re: Promoting RP while adventuring
I had a blast making the map.Akroma666 wrote:Oh don't get me wrong, I agree with you.. I was referring to the minortaur ruin labyrinth. No one likes that thing at first or even second or third pass. Its frustrating and not fun unless you have the map.NegInfinity wrote:The best dungeon is the one that is full of crazy twists. The player should be challenged instead of having a straight road towards the next bit of XP.
I absolutely think you need the twists, turns, switchbacks, and dead ends.
But I've saidy peace, if you would like to pick apart my suggestions, have at it sir.
However I gotta say, I didn't really feel like making the map of the OTHER minotaur dungeon. Mostly because my character's level was too high for it when I found it. Perhaps some other day...
- Valefort
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Re: Promoting RP while adventuring
I hope you'll go to the Netherese maze if you don't like the minotaur one Akroma 
Mealir Ostirel - Incorrigible swashbuckler
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Re: Promoting RP while adventuring
There are maps for this one tooValefort wrote:I hope you'll go to the Netherese maze if you don't like the minotaur one Akroma
- Touri
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Re: Promoting RP while adventuring
The search skill could be used for better findings and secret doors. 
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chad878262
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Re: Promoting RP while adventuring
I agree with Negs...
I really enjoyed figuring out the path for the Minotaur Maze by myself. It was a decent challenge sitting there with my paper and balancing going through, fighting, trying to survive while also figuring out which ways got me to chests/the boss vs. which ways lead me to dead ends or in circles. Of course, I was maybe a bit underpowered the first time I tried it, but once I came back at the appropriate power level it was a fun challenge that I would recommend to anyone.
Haven't done the Netherese ruins except for once a long time ago and was with someone that knew them fairly well... I look forward to going back some time and figuring them out when I have a character I am confident can survive...
I really enjoyed figuring out the path for the Minotaur Maze by myself. It was a decent challenge sitting there with my paper and balancing going through, fighting, trying to survive while also figuring out which ways got me to chests/the boss vs. which ways lead me to dead ends or in circles. Of course, I was maybe a bit underpowered the first time I tried it, but once I came back at the appropriate power level it was a fun challenge that I would recommend to anyone.
Haven't done the Netherese ruins except for once a long time ago and was with someone that knew them fairly well... I look forward to going back some time and figuring them out when I have a character I am confident can survive...
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