Year of 1353 Player Feedback Thread 2017
- WhatsInTheBox
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Re: Year of 1353 Player Feedback Thread 2017
So I haven't played since summer of last year and have very little experience with the server but I'll tell you what I like to see in events!
I like to see events where with wits, swords and armor you can solve the problem. Events where you don't have to be a caster to be the savior of the day. I also like small group sizes in events 2-4 is ideal.
I like to see events where with wits, swords and armor you can solve the problem. Events where you don't have to be a caster to be the savior of the day. I also like small group sizes in events 2-4 is ideal.
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- Argumantive
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Re: Year of 1353 Player Feedback Thread 2017
Kinda new to the server, but here's my 2 cents anyhow.
I would love to see Events where failure is not only an option, but a quite plausible outcome, and that both success and failure, will actually have aftermath. an example of what I mean could be that an adventuring party failed to protect a big trading caravan they saw needs aid, the opposition was too fierce, thus less items became available in the shops, and prices went higher on things like food or drink, as well as merchants offering adventurers lower prices for the items they sell. (one such example I saw and was awesome was the fact that after trying to help a frost giant to challenge his chieftein, the adventurers stirred a hornet's nest and the sorrounding villagers suffered as a direct consequence to the adventurer's actions).
Another thing I would like to address is the fact that the events I did get into, were massive, as in, 10+ PC's, I would say making smaller scale events, with less people which could let all participants make an impact during said event, could make way more potential RP hooks. Instead of one big event, making 4-5 small ones with different participants, will let more of the player base take part.
Lastly, If there is an option, I would love to see DM's taking initiative, and just for example jump into a group of adventurers grinding or talking by the FAI, and just spice things up, maybe add some special 1 time monster to the grind, or some funny phenomenon by the inn, etc. Spicing up things with a short interaction can make the world MUCH more lively, and less static.
I would love to see Events where failure is not only an option, but a quite plausible outcome, and that both success and failure, will actually have aftermath. an example of what I mean could be that an adventuring party failed to protect a big trading caravan they saw needs aid, the opposition was too fierce, thus less items became available in the shops, and prices went higher on things like food or drink, as well as merchants offering adventurers lower prices for the items they sell. (one such example I saw and was awesome was the fact that after trying to help a frost giant to challenge his chieftein, the adventurers stirred a hornet's nest and the sorrounding villagers suffered as a direct consequence to the adventurer's actions).
Another thing I would like to address is the fact that the events I did get into, were massive, as in, 10+ PC's, I would say making smaller scale events, with less people which could let all participants make an impact during said event, could make way more potential RP hooks. Instead of one big event, making 4-5 small ones with different participants, will let more of the player base take part.
Lastly, If there is an option, I would love to see DM's taking initiative, and just for example jump into a group of adventurers grinding or talking by the FAI, and just spice things up, maybe add some special 1 time monster to the grind, or some funny phenomenon by the inn, etc. Spicing up things with a short interaction can make the world MUCH more lively, and less static.
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Re: Year of 1353 Player Feedback Thread 2017
This just tend to become bland events with little content except grindy battles. There's not much meaning to plots that involve a very large amount of players.Ithilan wrote:Less focus on individual characters, more emphasis on involving the masses.
I don't think you are entirely accurate in how it is. Yeah, there are a few personal plots, but as a former DM, I can tell you it never involves just the one person. It is always important for the DM team when starting a plot that it encourages RP outside of the events and so has to include other characters.Ithilan wrote:Ive been here for some years now and if there is one thing that always bothered me, it was when people stepped on others to be the center of the limelight. What bothers me even more is when the DMs catter to it and I had a DM tell me the past year that this was the natural way of things and something he appricated and encouraged.
I really hope that is not how the team designs the plots, picking out characters they appreciate and centering it around them. So yes, more focus on group play and involving everyone and less individual emphasis.
Think of it a little differently: The fewer people are protagonists, the easier it is to run the plot. You're not then dependant on a large group being online together. Of course this can be viewed differently where there is a clearly defined group, such as a guild. Then the guild can become the protagonist, as an individual entity represented by whoever within the guild takes part in the events.
Outside of guilds, this is much, much harder. A rag-tag band of adventurers that aren't really affiliated in any way, cannot serve as an individual entity.
Yes, there are instances where the plot doesn't need a protagonist but someone steps into the spotlight in front of the rest. It's very hard to avoid. It's just how groups work - someone has to be the face. Someone has to be the leader. Otherwise you'll have a cacophony.
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Re: Year of 1353 Player Feedback Thread 2017
ah my point is not so much massive groups
but more emphasis on everyone that participates in the events, rather than say X talkative player recieving all the dialouge from the DM or what not. This differs of course dependant on scenario and the very plot that is engaged in.
But to shamelessly use an example I think Hera is doing really well at involving all whom are in her events, for minor or bigger parts and its something I havent always experienced (or do) so that would be my point more so. Yes you may have X reknown hero in the midst and know that players character well, but nothing is to prevent the random guy in his overalls to have the same impact with some creative freedom and options there for.
This is by no means an accusation of cattering to specific groups or individuals, just my thoughts on what id like to see more of
But to shamelessly use an example I think Hera is doing really well at involving all whom are in her events, for minor or bigger parts and its something I havent always experienced (or do) so that would be my point more so. Yes you may have X reknown hero in the midst and know that players character well, but nothing is to prevent the random guy in his overalls to have the same impact with some creative freedom and options there for.
This is by no means an accusation of cattering to specific groups or individuals, just my thoughts on what id like to see more of
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- Fury_US
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Re: Year of 1353 Player Feedback Thread 2017
I second the idea of events that are designed more for those skill checks- a lot of us have skills that, unless they're used in an event, mean absolutely nothing mechanics wise- but they're a part of our characters all the same. For some of us (not all of us build the same, I realize), these skills are very important traits of our character- so let's use them!
I get confused on "server wide" events- because I've been at some where it seemed like the whole damn server showed up, and those are honestly a nightmare. The best one I've seen done is the recent attack on the Friendly Arm Inn, and that still got a little overwhelming (huge kudos for keeping it as smooth as it was, though- but invariably that much in one place creates ungodly lag). I'm not saying take these things out- story archs that end in great battles like this one did are a big rush... but I think they need to be that rare, special occassion.
At the same time, I've been in a chain of events that have involved groups all across the server, each group with different goals, but all still within the same story line. Some of it seemed like groups working in tandem, and at other times it felt like a race against the other group. And honestly, it's been some of the most compelling RP I have gotten into on this server. So this is something I would love to see continued.
Thirdly, and I know it's a lot of work for the DMs, but I'd like to see more time spent on the individual plot hooks that people put up in their character bios. Even if it's just a little something, it would mean the world to those who put the effort into the bio in the first place.
I get confused on "server wide" events- because I've been at some where it seemed like the whole damn server showed up, and those are honestly a nightmare. The best one I've seen done is the recent attack on the Friendly Arm Inn, and that still got a little overwhelming (huge kudos for keeping it as smooth as it was, though- but invariably that much in one place creates ungodly lag). I'm not saying take these things out- story archs that end in great battles like this one did are a big rush... but I think they need to be that rare, special occassion.
At the same time, I've been in a chain of events that have involved groups all across the server, each group with different goals, but all still within the same story line. Some of it seemed like groups working in tandem, and at other times it felt like a race against the other group. And honestly, it's been some of the most compelling RP I have gotten into on this server. So this is something I would love to see continued.
Thirdly, and I know it's a lot of work for the DMs, but I'd like to see more time spent on the individual plot hooks that people put up in their character bios. Even if it's just a little something, it would mean the world to those who put the effort into the bio in the first place.
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Re: Year of 1353 Player Feedback Thread 2017
It has been said by several people already, but try to split the big plot events up into smaller parties with different tasks/goals. Parties with more than 8-10 people can quickly become a nightmare. The groups can be split based on lvl ranges when heavy combat is involved in the event.
And the groups doesn't necessarily have to work towards the same goal. There could be the do-gooder group, and the not-so-good group, both trying to solve the same thing, but with very different means and/or for very different end goals.
And the groups doesn't necessarily have to work towards the same goal. There could be the do-gooder group, and the not-so-good group, both trying to solve the same thing, but with very different means and/or for very different end goals.
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Kobamw
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Re: Year of 1353 Player Feedback Thread 2017
+1Argumantive wrote:I would love to see Events where failure is not only an option, but a quite plausible outcome
Currently everything is just rosy cosy. Whether it's defending a city or a caravan it seems the success is guaranteed no matter what you do. I think there was a separate thread about it (by DM Bloodlust, if memory serves). I know it may be difficult because nobody likes perma strikes/death and because BG or Candlekeep probably couldn't been razed. Still, there are usually small things the PCs could be "punished" with if they fail to act accordingly, do not meet the DCs or are simply too reckless.
Another very useful thing. I haven't been involved recently, but it has always been difficult to get into DM events unless you're not active almost every day. I'm not saying this is entirely unfair - DM event is kind of a reward on its own. However, often I find a PC on the fringes of plot or more focused on the forum is unable to get into event (in which it could/should be) because of the simple lack of knowledge about it.flipside43 wrote:1) A campaign headlines post would benefit the playerbase greatly in seeing what is ongoing, where to look for it and which DM is responsible for what.
- aaron22
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Re: Year of 1353 Player Feedback Thread 2017
opposing alignments working their own paths to progress a story from opposing sides. revelation of the opposition not revealed. unless maybe at the final. failures or successes making things more difficult or easier for the other sides chance of success. many different groups from both sides could work to the same paths with and without knowledge of the other groups involvement.
generic example:
an evil necromancer and cleric of torm discover the location of 1 of 5 phylacteries belonging to a powerful lich. they both form a group to move go secure this artifact for different reasons.
depending upon the success of each one. they would discover that this is one of five and to actually have it. also depending upon who they ask could involve another group to the mix. ex. candlekeep would have desire to have this for themselves. and would likely oppose both ends for the original two.
the two would go about trying to uncover these lost artifacts. and depending upon how many each get sets the next stage. if the cleric gets 4 then the preparations for destruction of said artifacts would then be their next step. while the necromancer would then have to see what he could salvage with just the single artifact. she would have to work very hard to make a weak lich.
and this switches depending upon how many artifacts are found and how well the destroy/ raise rites went. that would be adventures within them selves.
now add in the variables that would arise from having many people with different motives and tactics.
now with a lich on the scene. many things could arise from this. depending upon its power. the sword coast could be in mortal danger. so many routes to play at this point to write them all for the TL/DR.
but that is just a really generic example of PvP conflict. without PvP at all. just two sides working at different ends of the same rope. seems fun and i am sure it has been done many times because our DM team is far more creative than i am.
it provides flexibility. a sense of progress. the option for failure without it necessarily being permastrike fail. world changing dynamic. and a cast of many players all in smaller manageable groups.
generic example:
an evil necromancer and cleric of torm discover the location of 1 of 5 phylacteries belonging to a powerful lich. they both form a group to move go secure this artifact for different reasons.
depending upon the success of each one. they would discover that this is one of five and to actually have it. also depending upon who they ask could involve another group to the mix. ex. candlekeep would have desire to have this for themselves. and would likely oppose both ends for the original two.
the two would go about trying to uncover these lost artifacts. and depending upon how many each get sets the next stage. if the cleric gets 4 then the preparations for destruction of said artifacts would then be their next step. while the necromancer would then have to see what he could salvage with just the single artifact. she would have to work very hard to make a weak lich.
and this switches depending upon how many artifacts are found and how well the destroy/ raise rites went. that would be adventures within them selves.
now add in the variables that would arise from having many people with different motives and tactics.
now with a lich on the scene. many things could arise from this. depending upon its power. the sword coast could be in mortal danger. so many routes to play at this point to write them all for the TL/DR.
but that is just a really generic example of PvP conflict. without PvP at all. just two sides working at different ends of the same rope. seems fun and i am sure it has been done many times because our DM team is far more creative than i am.
it provides flexibility. a sense of progress. the option for failure without it necessarily being permastrike fail. world changing dynamic. and a cast of many players all in smaller manageable groups.
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- DM Boo
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Re: Year of 1353 Player Feedback Thread 2017
Thanks for the comments so far, everyone. It's interesting to note just how many different perspectives there are about certain matters - Some people prefer one style, while others prefer the exact opposite! We will try to cater to everyone's varied interests in the year to come.
Keep 'em coming!
Keep 'em coming!
2014, 2017 Campaign Coordinator
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Re: Year of 1353 Player Feedback Thread 2017
- I think there should be a cost for losing, and a gain for winning. Whether it's PC, Guild, or NPC vs. PC on long events. Even something like robing a bank, said robbers should gain coin, cool sun glasses and beards if they win, but also risk a fine, lost their character in jail for a time, or bounty on them. The greater the risk, the greater the reward type things. But they should be an equal correlation of risk/reward. For example some things like getting caught has less impact on one group then another and would not equal the same degree of "risk".
This can be a mine field of course if it's PC or guild vs. PC or guild, though some of the most fun and make the best memories when it works. In such a case there needs to always be one DM to closely oversee the DMs who are running each sides. Not only do to checks and balances, but each of those DMs is likely have differing DMing styles. DMs can be the wind that adds momentum and the Coordinators the tightly gripped and reliable rudder.
- I love that idea of quest updates, even if the update is a cloaked way of saying there is no update. It's lets the players know it's not forgotten, if they should keep RPing about it, and general touch stone. Also I love the idea of story lines having links on a central tread.
- You coordinators must Have fun. As you already know it's a labor of love, stress on labor, tackling something this big. But if you burn out, the whole thing begins to die. Find some joy in that chaos even if it's randomly killing PCs (not me), Bonsai gardening, not so randomly killing PCs (not me), petting a cats, or transcendental meditation on how to party wipe the next day
.
- Above all, We need more Cowbell
This can be a mine field of course if it's PC or guild vs. PC or guild, though some of the most fun and make the best memories when it works. In such a case there needs to always be one DM to closely oversee the DMs who are running each sides. Not only do to checks and balances, but each of those DMs is likely have differing DMing styles. DMs can be the wind that adds momentum and the Coordinators the tightly gripped and reliable rudder.
- I love that idea of quest updates, even if the update is a cloaked way of saying there is no update. It's lets the players know it's not forgotten, if they should keep RPing about it, and general touch stone. Also I love the idea of story lines having links on a central tread.
- You coordinators must Have fun. As you already know it's a labor of love, stress on labor, tackling something this big. But if you burn out, the whole thing begins to die. Find some joy in that chaos even if it's randomly killing PCs (not me), Bonsai gardening, not so randomly killing PCs (not me), petting a cats, or transcendental meditation on how to party wipe the next day
- Above all, We need more Cowbell
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- Steve
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Re: Year of 1353 Player Feedback Thread 2017
Risk vs. Reward really only becomes viable and fair when DCs and Dice are utilized to their fullest potential, in the game of/based on D&D. I can't stress it enough to employ more of all above: R v. R, DCs, Dice. Risky behavior should be treated as such, and consequences known communicated—healthy OOC communication around IC actions is needed in DM events, and especially Server Campaigns.
I also want to add that Guilds/Factions should always take precedent, because as been said a million times, the more people involved, the richer the story can be AND guild/factions members can and should help out DMs in the creation and implementation of the Campaign.
That said, there is also NO REASON that temporary factions/allegiances can't be formed for this or that Server Campaign, and thus various Characters and Representatives can find reason to RP together, and all join in a specifically created Forum or IG meeting place, to further the Campaign (actually happened for the 1351 Campaign).
We Players just need some advertisement from the DM Coordinaters on where and when and how it will start, in order to show up in full RP force!!
I also want to add that Guilds/Factions should always take precedent, because as been said a million times, the more people involved, the richer the story can be AND guild/factions members can and should help out DMs in the creation and implementation of the Campaign.
That said, there is also NO REASON that temporary factions/allegiances can't be formed for this or that Server Campaign, and thus various Characters and Representatives can find reason to RP together, and all join in a specifically created Forum or IG meeting place, to further the Campaign (actually happened for the 1351 Campaign).
We Players just need some advertisement from the DM Coordinaters on where and when and how it will start, in order to show up in full RP force!!
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- Tantive
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Re: Year of 1353 Player Feedback Thread 2017
I shall plop down some suggestions, with no particular order.
- There are Divine and devout characters spread over the gameworld, and some are dedicated to their certain deities who would provide omens for their servants and followers. Plot has difficulty sometimes seeding into the world, or reason to go asking for it without rumours making way(Rumours are important part for players to let know whats happpening in the gameworld! *cough clears throat. Brushes tangent away*). So, a small suggestion is this.
More Omens, signs and visions that happen for respective characters to deities, fitting to Deity interests, that function as a way to get them involved or have cause to find out a mystery, going about and looking for players and generate roleplay. These already happen when characters pray specificly to a DM deity, but a bit of seeding here and there could make for spontaneous rp.
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- Steve
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Re: Year of 1353 Player Feedback Thread 2017
Hi Boo and Creo!
We Players could use a fancy, shiny, sparkling, open and ready-for-service 1353 Campaign section on the Forums, like what is found here: viewforum.php?f=399
Thanks!
We Players could use a fancy, shiny, sparkling, open and ready-for-service 1353 Campaign section on the Forums, like what is found here: viewforum.php?f=399
Thanks!
Talsorian the Conjuransmuter - The (someTIMEs) Traveler
The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]
Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
- DM Boo
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Re: Year of 1353 Player Feedback Thread 2017
Done! Roll on over and check it out: viewforum.php?f=399Steve wrote:Hi Boo and Creo!
We Players could use a fancy, shiny, sparkling, open and ready-for-service 1353 Campaign section on the Forums, like what is found here: viewforum.php?f=399
Thanks!
This year's Campaign Overview will be posted in there soon, so keep an eye out!
2014, 2017 Campaign Coordinator
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Re: Year of 1353 Player Feedback Thread 2017
Thanks Boo Boo. Are you and Creo going to be in charge of adding sub-threads, or are Players encourage to initiate them as well?
Talsorian the Conjuransmuter - The (someTIMEs) Traveler
The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]
Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]