Page 2 of 5

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 9:08 am
by Zanniej
Valefort wrote:It's not exactly the same idea as in the OP but it's in the same theme and could be enough. How about random encounters with Flaming Fist or Amnian patrols on the Trade Way ?

It could function in the same way as the old Boareskyr bridge encounter : a neutral officer stops you to know what your business is (for example). Then through the discussion you have a couple of options, including fighting them all (and as discussed in the IRC they would have to yell "I SERVE THE FLAMING FIST !" :lol: ).
Flasmix wrote:Something similar to the Illithid Hive might work. Let PCs into the lobby and what not but have guards say that no one is permitted entrance past some doors. If the PCs, Good or Evil, move through then the alarm is raised.

A LG aligned place is most likely to do that. I figure a monk monastery with a few Paladins. They aren't breaking their ethos if the rules are clearly stated beforehand. It'll be interesting for good PCs to think it's some trick of an evil group and see how many they kill before they realize it.
I like both of these ideas very much. What I like even more is that both of you have thought of ways this could actually be implemented! That's awesome! Not only are the ideas cool and unique, I think they're actually possible, given the restrictions of the game!

Perhaps throw this in as a suggestion?

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 9:32 am
by Deathgrowl
Flasmix wrote:A LG aligned place is most likely to do that. I figure a monk monastery with a few Paladins. They aren't breaking their ethos if the rules are clearly stated beforehand. It'll be interesting for good PCs to think it's some trick of an evil group and see how many they kill before they realize it.
What happens when paladins and other LG characters not associated with the monastery breaks these rules in order to grind? Are we going to treat it like we treat the imp quest OOC because the paladins want XP?

Are we going to make entirely OOC grinding an acceptable thing?

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 9:38 am
by Calodan
Are we going to make entirely OOC grinding an acceptable thing?

With the current XP rewards as they are and the fact we have to FARM to afford the Epic Gear then we have already approved of OOC Meta Grinding. How do you ICly portray that the King has been slain 10 times in a day? :|

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 9:43 am
by Storm Munin
Well, killing the average farmers, teachers and dressmakers really aught to involve subpar xp right?

So I do not forsee a major problem of Paladin farmers.
Even if the HERETIC reason of farming might prove very valid.

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 9:57 am
by Flasmix
Deathgrowl wrote:What happens when paladins and other LG characters not associated with the monastery breaks these rules in order to grind? Are we going to treat it like we treat the imp quest OOC because the paladins want XP?

Are we going to make entirely OOC grinding an acceptable thing?
If DMs catch them, throw them a few evil points. Make it well known that it's an area of good aligned people with DM rumors. Perhaps it's an old abandoned monastery and they're performing construction to repair it. Because the Radiant Heart had a bit of an infiltration issue a while back they trust no one. Thus, it's closed off to everybody not actively involved in the creation of the monastery (I.E. Every PC)

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 10:02 am
by Deathgrowl
Calodan wrote:
Are we going to make entirely OOC grinding an acceptable thing?

With the current XP rewards as they are and the fact we have to FARM to afford the Epic Gear then we have already approved of OOC Meta Grinding. How do you ICly portray that the King has been slain 10 times in a day? :|
Yes. It is already a problem. Increasing the amount of OOC grinding is just amplifying the problem.

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 10:03 am
by Moltrazahn
You know... we already got guards who inquire about stuff. And those that tell you to remove your weapon. How about if these guards had a dialog instead.

1: guard Sees player with branded weapon.
2: guard says it's line and walks over to initiate dialog.
3: guard (dialog window):
"You there! Brandished arms are not permitted in these areas. Please sheat your weapons now"
- "of cause, apologies" (weapon auto Unequips)
- *roll skill: bluff*: "but I'm a guard like you. Just incognito"
- *roll skill: intimidate*: *Stare at*
- "Make me you lard-drinking sad sack of potatoes."(a group of 5 flaming fist spawn. Scaled to player level. If killed your sent to prison)

Place several of these guards around the world belonging to various factions. And boom. Good guys to kill.

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 10:45 am
by Steve
I believe that transitions can be scripted to only accept certain Alignments to pass through. Or, something like the Helmet Check Script that stops PCs from entering some Areas with a full face helmet appearance.

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 12:08 pm
by Akroma666
Steve wrote:I believe that transitions can be scripted to only accept certain Alignments to pass through. Or, something like the Helmet Check Script that stops PCs from entering some Areas with a full face helmet appearance.
If this is a thing, that would be awesome!

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 12:20 pm
by Storm Munin
Why would we want to ban alignments from one area or another?

I dunno, to me that sets a dangerous precedence for future expansions, as well as raising the question about the OOC status of said area.
Ingame were overall supposed to be IC, werent it?

Yes, we as a community are grinding our keypads sore in areas as is over time, but that are still supposed to be IC actions (even if it make no logical sense to have the orc chieftain beheaded about 100 times a day, nor the amount of duergar and xvarts lives taken.).

Anyway, isnt it time to send this one to the suggestions thread?
I do not see anyone so far being opposed to the general idea of good-aligned areas (for bad people to misbehave in).

/M

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 12:33 pm
by Moltrazahn
... do we actually know how many of each mobs get murdered on a regular basis? :p

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 12:42 pm
by Storm Munin
If we by some crazy script do and more or less waste server resources to do it:
It would offer a wonderful opportunity to add scripts to pop out boss versions of the npcs, given a certain number have been reached overall or during the current session, at the next spawning.


I kind of miss the multiple hordes of ultramindflayers sent at us in the illithid mines back in the day, when some DM tired of seeing the same toons run the same area for well over long enough.

/M

Re: "Good"-aligned areas, where do the evil go?

Posted: Thu Oct 27, 2016 12:53 pm
by Steve
The dream fulfilled would be a basic dungeon area, that on entry, the AI/engine reads Alignments, and then spawns mobs appropriate for counter play.

This, in relation to the current setup on BGTSCC where the majority of Areas have Evil or Neutral (animal) alignments for mobs—the old school D&D setup of Good PCs vs. Evil Somethingoranother.

Yeah, creating a way for more usage of Evil req. PrC Feats is rather minor in the grand scheme.

But in a Gameworld where Good aligned PCs should question the Mass Killing of sentient beings who are not directly assaulting but simply living in their own forest/cave/ruins, and considering an equal number of Players exist on BGTSCC that play Evil alignments, the suggestion to have non-DM led environments in which to exercise the RP—even through mechanics—is in my opinion, valid.

Re: "Good"-aligned areas, where do the evil go?

Posted: Wed Nov 02, 2016 12:10 am
by thids
Valefort wrote:It's not exactly the same idea as in the OP but it's in the same theme and could be enough. How about random encounters with Flaming Fist or Amnian patrols on the Trade Way ?

It could function in the same way as the old Boareskyr bridge encounter : a neutral officer stops you to know what your business is (for example). Then through the discussion you have a couple of options, including fighting them all (and as discussed in the IRC they would have to yell "I SERVE THE FLAMING FIST !" :lol: ).
Since when is Flaming Fist a good aligned mercenary company? Amnian patrols even less.
Deathgrowl wrote:It's kind of hard to make good aligned creatures always be hostile and have that be consistent with their alignment. Why would a copper dragon in the forest of wyrms (why were they there in the first place?!) attack people out of nowhere. They're chaotic good.

Even worse if the creature is lawful good or neutral good. What if a paladin goes to that place and all the devas start attacking him because... reasons?

EDIT: To be clear, I do understand the desire, but the faction system being what it is, it seems implausible to implement in any good way.
That's all very understandable, but such inconsistencies already exist. Where is my option to do to goblins, orcs and similar garbage races what they were put on Faerun for, I.E. put them under my Blackguards boot, to serve as cannon fodder? I only get it in the presence of a DM, if DM is open to it.


Anyway, making a "good aligned area" for "evil characters to 'adventure' in" has been proposed before, and it has been concluded that it makes no sense. Our characters are supposed to be adventurers. Majority of adventurers, regardless of their alignment, slaughter evil mob races like goblins and similar trash. Besides, I would absolutely hate to see someone making up stories around the time when they spent 5 hours running around in a circle, grinding the same area over and over again. Mostly because that would be used as a shitty excuse next time "why rping evil on bgtscc sucks" topic arises. "LOOK AT ALL THAT 'RP', EVIL IS PROSPERING!".

Re: "Good"-aligned areas, where do the evil go?

Posted: Wed Nov 02, 2016 6:03 am
by Deathgrowl
Thids wrote:That's all very understandable, but such inconsistencies already exist.
Yes, my first example is just that. But my argument, I suppose, is that adding more such inconsistencies is just going to amplify the problem.