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Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 8:35 am
by gedweyignasia
zhazz wrote: Mon Aug 17, 2020 8:00 am I'd honestly be bored if, over time, a change is made so that all that is found to fight against are orcs, goblins, bandits, kobolds, gnolls, etc in various CRs.
I should offer that there are very many creatures from CR 1-15 which aren't exceptionally rare in the setting, including all manner of spirits, undead, aberrations, constructs, outsiders, wyverns/drakes, etc. You could still run into Frost Giants, you just wouldn't fight their Jarl; it'd be a Lieutenant or something. This would not entail removing all variety from enemies; just scaling back the use of rarer monsters so their appearances can be reserved for DM events.

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 8:46 am
by Steve
Think of it like this: dragons should be exceptionally rare encounters, but wyverns not. A balor is an exceptional encounter, but fire elementals and fire salamanders not.

More so, with any adjustment, it would be good to even consider toning down the population of mobs per Area, but then making them stronger as individuals (where appropriate), so that it does require more than solo behavior to battle monsters.

And let’s be frank: it isn’t just the area design and the mobs, it is also the campaigns and storylines that have come to the Server. The fact that our PCs, who are and will never be on the level of NPCs like Elminster, the Dukes, Mag, etc, are having encounters and adventures with the absolute pinnacle of epic encounters (avatars, obelyths, even Gods making appearances).

When such encounters are presented and experienced by PCs, none can ask afterwards that players “tone it down for immersion” because really, they are playing with a “real” experience in their RP of their Character.

It is entirely possible to make/create/support epic feeling adventures without relying on Helm to visit, or the very depths of Hell to open up to cause havoc on the Sword Coast.

It is entirely possible to make the “little things” have grand importance, if and only if, the setting is tailored and managed, to make said little things count, overall and directly between PCs and NPCs.

I do realize that for many, subtlety is not the answer to an epic experience on BGTSCC. But having the paradigm for sooooo many years be “let’s blow the roof off epic” storytelling has simply put the Server, and immersion, in a bind.

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 9:49 am
by Hoihe
Thaelis wrote: Mon Aug 17, 2020 4:02 am I vote for level 16 level cap! (then very slow progression after via daily quest, DM xp etc) 🥳

*is immediately lynched by angry mob*
You could convince me of a level 17 cap, so long as Greater Restoration, Heal, True Resurrection and Regenerate remain easily accessible. Meaning, most people can reach level 17 quickly enough, diamonds/gold is plentiful and regaining lost XP/levels is easy.

And without DMs meddling/interference in the casting of those.

Oh, and ensure dex/int fighters remain viable.
zhazz wrote: Mon Aug 17, 2020 4:50 am It's an issue as old as RP itself. Particularly on private world servers. World of Warcraft even has this issue. Though in that case the issue is mitigated by roleplay servers being separate from regular servers, thus allowing the players on the roleplay servers to experience the numerous kills of a myriad of fantastical monsters in a more sensible way.

BG, however, is not World of Warcraft. It is much too small in comparison to allow a split of the playerbase into RP and regular servers.

My own way of dealing with this issue is to lean on the novels.

In the novels many characters do fantastical things. They kill dragons, balors, and a host of other creatures all by themselves or in small groups. Their exploits are generally not widely known, however, at least not outside the circle of friends they surround themselves with.

Does King Bruenor Battlehammer know that Drizzt has killed a balor? Absolutely. Does the rest of the Companions of the Hall? Absolutely. Does everyone in clan Battlehammer? Unlikely, but there are most likely rumors.

The same extends to our characters. Some friends of our characters know what they did.

Is it reasonable to bring past exploits up in conversation among friends, even when in a public setting? I think it is. Though not for stuff that should remain a secret.

And that is the crux of the problem. When conversing with friends at a public place these topics are likely to crop up. It's part of the usual banter among friends for those characters. Yet the places where characters can sit down to talk on the server are too few, when compared to the vastness of the lands the server depict.

Is there a way to fix it? Not that I know of. Aside from adding in more RP areas, but even that won't remove the issue entirely, just mitigate it somewhat.

The only way I can see this being solved is to make it impossible to solo all of these powerful monsters, and then make quests for them. Quests that go through all the preparation required, with a lot of costs in gold and consumables, taking place over several weeks and thus slowing down the rate of killing to once per RL month per group of 5 characters. Of course the rewards would then have to be adjusted to account for the 100,000 gold or more sunk into the aforementioned preparations.

Such is a huge undertaking by the developers, however, and likely not feasible.

Thus I am back to my original way of dealing with the issue, wherein our characters, unless the Commoner class is picked, are considered comparable to the protagonists of novels. Likely not in terms of power, but at least in terms of exploits.

I also personally consider the Sword Coast on this server to be one in an alternate universe. One where Ao (the Overgod) rolled a dice, and the outcome was that in our universe the Sword Coast is a literal melting pot of strife, where adventurers are born and die. A crucible where only the strong survive, because the entire place has gone mad, and everything is out of proportion. It has become the multiverse equivalent of a Mad Wizard's Maze.

Does that work for everyone? Probably not. But it does for me, and the OP asked how others deal with the issue.

TL;DR:
Our characters are similar to protagonists from the novels, and the Sword Coast on this server is a Mad Wizard's Maze.


The Oberyth/topic starter:

People around the fire

Doron Amar's members and a friendly dwarf. All of them close friends (- the dwarf, he's only friend to one present).

Why wouldn't they discuss things their village did? The exact, relevant details that pose a risk are unspoken.

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 10:40 am
by Valefort
Mechanically I think it's much funnier to have 30 levels and a lot of toys to play with, even if it also leads to wide power differences. Toning down the epicness of the deeds and stories, starting with the server content for regular deeds, seems quite desireable to me. It also reopens the field of possibilities for DMs, what's not to like ?

There should be a middle path between fighting only orcs and goblins and sneezing on dracoliches :)

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 10:43 am
by Blackbird
gedweyignasia wrote: Mon Aug 17, 2020 8:35 am This would not entail removing all variety from enemies; just scaling back the use of rarer monsters so their appearances can be reserved for DM events.
I like this approach a lot because it has a twofold effect of simultaneously making the world feel more appropriate for characters and background NPCs living in it while also giving some DM events the potential to feel even more special (and epic) for the participants. An adult dragon is no longer a Sunday loot run followed by a campfire barbecue; the king of the giants only comes down from the mountains to wage all-out war with an army (or maybe even on a diplomatic mission?), etc.

The way area encounters are set up currently turns the fantastic into the mundane and I would argue actively works against the DM team, which has a tough enough job as it is without the existence of soloable legendary monsters taking the wind out of their sails. I'd actually be curious if any of them have some input for this thread.

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 12:14 pm
by Snarfy
Steve wrote: Mon Aug 17, 2020 5:03 amYet on BGTSCC, just walking the Tradeway exposes a PC and thus the Player, to a variety of RP interpretations that, at best, is a 50/50 split that’ll match your own preference.

It is just a game. Find pleasure in it where you can, and where you don’t, walk away. The Server has been dealing with the issues stated in the OP for at least 10 years now—my own tenure—and little to nothing has been done to change it.
This.

Although, to be fair, there isn't really anything that can be "done"(from a management perspective) to change it. And even if something were implemented(???), does anyone here honestly believe that the roleplay dynamic of such a wide array of players will somehow magically fall in line? Collectively speaking... well, sorry, but nothing we can conjure up is going to stop some players from RP'ing their characters performing fantastical/absurd/immersion-questionable feats.

I mean, sure... we could just start yanking all those uber-mobs from the game, but what happens after that? You'll still have a plethora of characters standing around talking about the good old days when they used to curb-stomp Mr. Balor five days a week, and how upset they are that Mr. Balor finally said "Screw it" and went back to the Nines to retire(or whatever). Meanwhile, any and all new folk arriving to campfire talk about the good old days of balors, dragons, and what-not will just be left standing open-mouthed, while the players behind them start twitching, and contemplating bringing up this topic all over again. :snooty:

If players want to role-play about riding the white dragon, or hauling ass down to the Upperdark and running around like a chipmunk on meth looking for treasure, or even being an honest and upright tiefling(... jokes!), then that's exactly what they're going to do, and all the forum bandwidth usage in the world isn't going to stop it. IMHO, this is the kind of thing that can only be addressed either at the level of self, through roleplay, or via some OOC player coaching(if at all).

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 12:24 pm
by Blackbird
I agree with Snarfy here to a point; many of the changes suggested start with players, but as a counterpoint maybe the epic level characters discussing the Notorious Mr. Balor (NMB, as he prefers 8-) ) in a historical context are...good? The fact that they accomplished this great historical deed that Bob the Commoner can no longer accomplish because it was truly and historically legendary (and not just a few area transitions away on a timer) actually lends a bit of support to their formerly-mundane Weekend Balor Barbecue.

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 12:25 pm
by Bobthehero
izzul wrote: Mon Aug 17, 2020 6:11 am example "my PC is a Helmite and comes to Darkhold. he joins the campfire in front of Darkhold and non stop chatting about how Helm is great and mention that his cousin is the leader of Helm temple (the cousin is his alt PC)" -THIS IS BREAKING MY IMMERSION! :naughty:
Bad example, evil Helmites would fit well in the ranks of Darkhold. Hell my character had/has some Helmite tendancies and he thrived fine.

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 12:52 pm
by Snarfy
izzul wrote: Mon Aug 17, 2020 6:11 am the only thing breaking my immersion is

-admitting having relation/ties with alt PC (PC A saying that he is a subordinate of his alt)

-does not follow the city lore (openly announcing their affiliation opposite of the city affiliation)
These two things are HUGE immersion-landmines for me as well.

There are literally droves of players out there who indulge in these kinds of behavior, I can't even begin to count the number of times I've seen players walk all over city-related setting/lore. Then you have the players who bring multiple characters into one faction...
Alternate Characters
As many as you want, under two conditions:

Alternates can know of each other (and even be related), but under no circumstances are they to exchange information between each other. This includes "off-screen" interactions. Alice may know Bob is a Blood Mage, but if the player behind Alice is also playing Charlie, that player cannot have Alice tell Charlie by any means that Bob is a Blood Mage.
(Of course, players are likely also circumventing this rule by creating alt-accounts, but that is a whole other issue, and one that I am whole-heartedly bitter about)

But this is way more of a "learn the friggin' rules and abide by them" issue, rather than a "RP responsibly" one.

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 12:58 pm
by Valefort
Blackbird wrote: Mon Aug 17, 2020 12:24 pm I agree with Snarfy here to a point; many of the changes suggested start with players, but as a counterpoint maybe the epic level characters discussing the Notorious Mr. Balor (NMB, as he prefers 8-) ) in a historical context are...good? The fact that they accomplished this great historical deed that Bob the Commoner can no longer accomplish because it was truly and historically legendary (and not just a few area transitions away on a timer) actually lends a bit of support to their formerly-mundane Weekend Balor Barbecue.
Also grandfathering bosses happened multiple times already so I wouldn't be overly worried about it.

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 1:55 pm
by Tanlaus
Valefort wrote: Mon Aug 17, 2020 10:40 am Mechanically I think it's much funnier to have 30 levels and a lot of toys to play with, even if it also leads to wide power differences. Toning down the epicness of the deeds and stories, starting with the server content for regular deeds, seems quite desireable to me. It also reopens the field of possibilities for DMs, what's not to like ?

There should be a middle path between fighting only orcs and goblins and sneezing on dracoliches :)
I agree with this. In general the game is more fun when your character has more tools in his or her toolbox to play with. It’s why low level characters are, for me, the least fun mechanically. When your options are ‘run in and bash’ or ‘cast your one spell,’ gameplay is less interesting.

One thing I’ve been saying for awhile is that the truly epic encounters (Balor, pit fiend, dragons, etc.) could be tuned up a bit. If they weren’t soloable or even beatable by just a small group then fighting them would feel more epic.

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 2:18 pm
by zhazz
Three things, which I personally find to be a much greater breach of immersion than killing Balors and Dragons before second breakfast, are the following.

1. Touching or speaking to someone while in stealth
It doesn't matter how high your Hide or Move Silently skills are. If you do any of the above you are giving your position away, and should immediately drop Stealth to become visible. If you want to speak, while hidden, then make us of the invisibility spell. If you want to touch someone, for whatever reason, while hidden, then you are out of luck as neither Stealth, Invisibility, or Greater Invisibility allow you to do that without revealing yourself. Greater Invisibility will still give you concealment for its duration after touching someone, but you are still very much visible to everyone around you.

2. Grouping with overtly evil characters
It is a quite common occurence to see groups of characters running around in a group, typically at the Wyverns or Xvarts, and having a great time. Often, though not all the time, such a group has at least one pet-user among them. Someone who runs around with a demon/devil/fiend in tow, or a skeleton/zombie/ghoul/ghast. Yet the character doing such is not confronted. Granted, all the characters could be either Evil or Neutral (who rightly might not care), but that is quite rare in my experience. No one calls the character out, and if anyone actually does, the others are, also in my experience, rather quick to defend the evil-doer. And it might not even be pets, but rather it is a spell slinger, who utilize spells with the Evil descriptor, which at least one of the other casters in the group should be able to pick up on.

3. Ignoring evil pets
And lastly, tied into the above, but not necessarily wilful association, but rather wilful ignorance, are those who ignore any of the above-mentioned pets. This is most likely to occur at the Wyverns and Xvarts, though it does happen elsewhere too, where players congregate to grind for experience and/or loot. But it also happens when just out travelling, or when RP'ing in uncivilized places (not BG, FAI, etc). I have, on several occasions seen characters run around with an Erinyes (Devil) in tow, when moving from one place to another, with other characters following along. Presumably on their way to a grinding spot, or doing some of the weekly quests.



For 2 and 3 I get that it is sometimes a matter of convenience. There might not be anyone else around to group with to get some safe experience. Or it could be ignorance of the setting, lore, and/or the situation. However, I have seen it so often that I have serious doubts that it could be ignorance in all the cases.

They might not be obvious in their immersion breaking at first glance. Until you play a character, who would actively do something about these evil-doers, and call them out on their evil deeds. Then their cadre of friends completely ignore any and all evidence presented, and either remain impassive or seek to aid the evil-doer. Or some side with you against the evil-doer, and you are left baffled as to why they even decided to group with them in the first place.

Those last two are why I retired my paladin Cane. I simply couldn't deal with the BS to follow, whenever he would confront an evil-doer.
Tanlaus wrote: Mon Aug 17, 2020 1:55 pm I’ve been dating for awhile is that the truly epic encounters (Balor, pit fiend, dragons, etc.) could be tuned up a bit. If they weren’t soloable or even beatable by just a small group then fighting them would feel more epic.
This would be great. Not sure how to go about it, though. I fully believe that the Balor, Pit Fiend, Dragons, etc. should be encounters on par with a raid boss in World of Warcraft. You need to work together, with several mechanics to overcome, and it being a race against time lest your resources (potions, spells, wards) run out. Sadly I don't think NWN2 can handle that.

I believe the best way to tackle it, as I have stated here and in several other threads, is to make getting there the difficult part, where you need a group of characters. Someone might still be able to solo the boss encounter, but it still took them and three to four other characters a combined effort over a few RL days to get there.

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 2:35 pm
by Blackbird
zhazz wrote: Mon Aug 17, 2020 2:18 pm 1. Touching or speaking to someone while in stealth
It doesn't matter how high your Hide or Move Silently skills are. If you do any of the above you are giving your position away, and should immediately drop Stealth to become visible. If you want to speak, while hidden, then make us of the invisibility spell. If you want to touch someone, for whatever reason, while hidden, then you are out of luck as neither Stealth, Invisibility, or Greater Invisibility allow you to do that without revealing yourself. Greater Invisibility will still give you concealment for its duration after touching someone, but you are still very much visible to everyone around you.
This one strikes me as a mechanical limitation. Consider how often in fiction a hidden character signals their compatriots from the shadows either by brushing up against them, making a signal or whispering a message. If you touch someone's shoulder or whisper to them while hidden in the shadows behind them, it doesn't suddenly make you visible to the whole room (which dropping out of stealth mechanically does). It makes the character you touched or whispered to (and perhaps someone else close by) aware of your presence. I think there is a balance to be struck here that depends on players playing their actions appropriately within the context of the scenario. Loudly exclaiming "You can't see me!" from stealth while standing next to a campfire should, as you noted, immediately result in dropping stealth for the character. Sneaking into a bush behind one of the characters around the campfire and whispering "The plan has been executed" definitely should not, though it may provide contextual clues for the other players if the player being whispered to suddenly turns around (or has a conversation with the bush).

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 2:46 pm
by zhazz
Blackbird wrote: Mon Aug 17, 2020 2:35 pm
zhazz wrote: Mon Aug 17, 2020 2:18 pm 1. Touching or speaking to someone while in stealth
It doesn't matter how high your Hide or Move Silently skills are. If you do any of the above you are giving your position away, and should immediately drop Stealth to become visible. If you want to speak, while hidden, then make us of the invisibility spell. If you want to touch someone, for whatever reason, while hidden, then you are out of luck as neither Stealth, Invisibility, or Greater Invisibility allow you to do that without revealing yourself. Greater Invisibility will still give you concealment for its duration after touching someone, but you are still very much visible to everyone around you.
This one strikes me as a mechanical limitation. Consider how often in fiction a hidden character signals their compatriots from the shadows either by brushing up against them, making a signal or whispering a message. If you touch someone's shoulder or whisper to them while hidden in the shadows behind them, it doesn't suddenly make you visible to the whole room (which dropping out of stealth mechanically does). It makes the character you touched or whispered to (and perhaps someone else close by) aware of your presence. I think there is a balance to be struck here that depends on players playing their actions appropriately within the context of the scenario. Loudly exclaiming "You can't see me!" from stealth while standing next to a campfire should, as you noted, immediately result in dropping stealth for the character. Sneaking into a bush behind one of the characters around the campfire and whispering "The plan has been executed" definitely should not, though it may provide contextual clues for the other players if the player being whispered to suddenly turns around (or has a conversation with the bush).
I agree it's a mechanical limitation of the game, and that there are nuances to it.

Someone touching an ally, or whispering to them, while out and about in stealth is fine.

Where my issue lies is when someone begins to actually talk, not whisper, and still remain hidden. Or they use stealth to annoy/prank someone else, such as flicking their hair, pulling clothes, throwing pebbles. Not overtly hostile, but still unwanted.

Are they hiding in the bushes, or around a corner? Sure, benefit of the doubt. Otherwise it is questionable use of lacking game mechanics at best, abuse at worst.

Re: Setting immersion and...things

Posted: Mon Aug 17, 2020 2:46 pm
by Hoihe
zhazz wrote: Mon Aug 17, 2020 2:18 pm Three things, which I personally find to be a much greater breach of immersion than killing Balors and Dragons before second breakfast, are the following.

1. Touching or speaking to someone while in stealth
It doesn't matter how high your Hide or Move Silently skills are. If you do any of the above you are giving your position away, and should immediately drop Stealth to become visible. If you want to speak, while hidden, then make us of the invisibility spell. If you want to touch someone, for whatever reason, while hidden, then you are out of luck as neither Stealth, Invisibility, or Greater Invisibility allow you to do that without revealing yourself. Greater Invisibility will still give you concealment for its duration after touching someone, but you are still very much visible to everyone around you.

2. Grouping with overtly evil characters
It is a quite common occurence to see groups of characters running around in a group, typically at the Wyverns or Xvarts, and having a great time. Often, though not all the time, such a group has at least one pet-user among them. Someone who runs around with a demon/devil/fiend in tow, or a skeleton/zombie/ghoul/ghast. Yet the character doing such is not confronted. Granted, all the characters could be either Evil or Neutral (who rightly might not care), but that is quite rare in my experience. No one calls the character out, and if anyone actually does, the others are, also in my experience, rather quick to defend the evil-doer. And it might not even be pets, but rather it is a spell slinger, who utilize spells with the Evil descriptor, which at least one of the other casters in the group should be able to pick up on.

3. Ignoring evil pets
And lastly, tied into the above, but not necessarily wilful association, but rather wilful ignorance, are those who ignore any of the above-mentioned pets. This is most likely to occur at the Wyverns and Xvarts, though it does happen elsewhere too, where players congregate to grind for experience and/or loot. But it also happens when just out travelling, or when RP'ing in uncivilized places (not BG, FAI, etc). I have, on several occasions seen characters run around with an Erinyes (Devil) in tow, when moving from one place to another, with other characters following along. Presumably on their way to a grinding spot, or doing some of the weekly quests.



For 2 and 3 I get that it is sometimes a matter of convenience. There might not be anyone else around to group with to get some safe experience. Or it could be ignorance of the setting, lore, and/or the situation. However, I have seen it so often that I have serious doubts that it could be ignorance in all the cases.

They might not be obvious in their immersion breaking at first glance. Until you play a character, who would actively do something about these evil-doers, and call them out on their evil deeds. Then their cadre of friends completely ignore any and all evidence presented, and either remain impassive or seek to aid the evil-doer. Or some side with you against the evil-doer, and you are left baffled as to why they even decided to group with them in the first place.

Those last two are why I retired my paladin Cane. I simply couldn't deal with the BS to follow, whenever he would confront an evil-doer.
Tanlaus wrote: Mon Aug 17, 2020 1:55 pm I’ve been dating for awhile is that the truly epic encounters (Balor, pit fiend, dragons, etc.) could be tuned up a bit. If they weren’t soloable or even beatable by just a small group then fighting them would feel more epic.
This would be great. Not sure how to go about it, though. I fully believe that the Balor, Pit Fiend, Dragons, etc. should be encounters on par with a raid boss in World of Warcraft. You need to work together, with several mechanics to overcome, and it being a race against time lest your resources (potions, spells, wards) run out. Sadly I don't think NWN2 can handle that.

I believe the best way to tackle it, as I have stated here and in several other threads, is to make getting there the difficult part, where you need a group of characters. Someone might still be able to solo the boss encounter, but it still took them and three to four other characters a combined effort over a few RL days to get there.

Re: no2 and 3


I've actually been flamed OOCly and called an elitist, because my Chaotic good highly devout elf quit parties over someone summoning undead, praising a god that hates elves, worshipping a god that is evil and variants.



If there's one thing I wish was done for immersion, it'd be a need for atonement if a paladin knowingly and willing parties up with someone who summons a fiend or undead to go grinding.

For the curious on the flaming, have an excerpt.

https://imgur.com/c8gh9yl
https://imgur.com/G4Go3G6

All that was borne of my character calling out a paladin she witnessed HELPING a necromancer with some 3 skeletons out.