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Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 3:00 am
by Tanlaus
c2k wrote: Tue Aug 18, 2020 1:56 am
Tanlaus wrote: Mon Aug 17, 2020 4:33 pm I actually agree with the idea of diverging from the time of troubles and having the server go its own way. I’ve always thought the ‘deity shuffle’ that the WoTC does whenever it introduces a new rule set is kludgy at best. And since we’re already using 3.5 rules it has no mechanical value either...
ToT was under TSR's watch. Ed Greenwood also hates Mystra. :lol:
Ah right! You know what's funny? I was trying to remember who had the rights before WoTC and could not for the life of me remember TSR. I was never much of a PnPer so the details never really stuck.

Anyway, TSR, WoTC, Hasbro... Having some crazy pantheon reboot every time they update the rules is still kludgy, no matter who's at the wheel.

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 7:49 am
by bharring
I'd hate to be the one to tell a level 30 master of murder "Sorry, your God doesn't exist anymore."...

More OT: this thread reminds me of being more cognizant of the immersion of others. Wondering if I should ask a DM to run me off the Farmlands next time I'm too blunt about Talos.

It's hard to strike the right balance for immersion and RP. There is literally a Balor within striking distance, and strength enough in the region to destroy it. RP wise, how do I not at least try to make it happen?

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 9:16 am
by yyj
In pnp you have a DM following your every move and keeping the setting at all times. This is a big server with a mixed bag of people some who like to rp others like to grind others like romance and so on.

It's too much to have everyone read the correct lorebooks about our server setting and niche. It's also too much to ask for the mechanics to align with the RP, look at other PWs. Just because we're not all the same. Some people are new to rp others are veterans.

If you want to immerse yourself like pnp DnD then go play that.

In a perfect world everyone would know when to roll dice, what deities are dead and how powerful Balors are but news flash for you. Even a group of level 12 adventurers can beat a Balor (I seen it in pnp).

Set your expectations accordingly, this is a PW not a pnp session.

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 9:31 am
by Valefort
Balor wIthin striking distance ?

Image

About 500 miles, 800 kilometers :P

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 9:53 am
by bharring
Valefort wrote: Tue Aug 18, 2020 9:31 am Balor wIthin striking distance ?

Image

About 500 miles, 800 kilometers :P
Noone, nothing, and nowhere is out of reach of The Storm!

(Good point, but the dracolich...)

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 10:02 am
by Valefort
Even the dracolich is more than 200km away from Baldur's Gate, either way there are plenty of huge threats on the Sword Coast, but they're not suicidal either.

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 3:56 pm
by c2k
The Dracolich could end up being some Cult of the DRagon Supreme Cult LEader.... maybe that one that helped summon Tiamat on Baldur's Gate many moons ago...

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 3:59 pm
by JIŘÍ
What breaks immersion for me are the scenes where is cursed, sick, ill, poisoned person.

And fully ignore powerful clergy spells curing these effects.

It is trashing the godly powers out of window. Because these prayers are meant to do exactly that, to cure these things. And they are granted by gods.

Making a curse unable to be removed by prayer, poisoned unable to be cured by prayer designed to do that, and greater restoration not restoring wounds, is extremely immersion breaking.

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 4:09 pm
by c2k
To be fair, the whole health and clergy system is immersion breaking, but there isn't much that can be down because of the game mechanics. Clerics are not supposed to go around True Resurrecting every soul they see fit to do so to. Its actually a rare miracle. Raising the Dead should impose -1 Constitution to the person being raised. It also should cost an offering of a diamond.

The other side of this is characters diseases, poisoned, near death probably wouldn't be able to fight well, or run like they are in a marathon. There would definitely be penalties and debilitating effects.

But in the end, its a game, and I am sure if all of this were added, most of the server would backlash against it.

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 4:16 pm
by gedweyignasia
The best solution is for people to start permakilling their characters a lot more often. :twisted:

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 4:27 pm
by yyj
gedweyignasia wrote: Tue Aug 18, 2020 4:16 pm The best solution is for people to start permakilling their characters a lot more often. :twisted:
c2k wrote: Tue Aug 18, 2020 4:09 pm To be fair, the whole health and clergy system is immersion breaking, but there isn't much that can be down because of the game mechanics. Clerics are not supposed to go around True Resurrecting every soul they see fit to do so to. Its actually a rare miracle. Raising the Dead should impose -1 Constitution to the person being raised. It also should cost an offering of a diamond.

The other side of this is characters diseases, poisoned, near death probably wouldn't be able to fight well, or run like they are in a marathon. There would definitely be penalties and debilitating effects.

But in the end, its a game, and I am sure if all of this were added, most of the server would backlash against it.
Maybe we are playing different games but this isn't supposed to be a realistic setting. Faerun isn't a setting where magic is rare, maybe you are in the wrong game if you think permakilling or not having magic solve issues goes against the setting immersion.

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 4:28 pm
by yyj
JIŘÍ wrote: Tue Aug 18, 2020 3:59 pm What breaks immersion for me are the scenes where is cursed, sick, ill, poisoned person.

And fully ignore powerful clergy spells curing these effects.

It is trashing the godly powers out of window. Because these prayers are meant to do exactly that, to cure these things. And they are granted by gods.

Making a curse unable to be removed by prayer, poisoned unable to be cured by prayer designed to do that, and greater restoration not restoring wounds, is extremely immersion breaking.
+1

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 4:29 pm
by JIŘÍ
c2k wrote: Tue Aug 18, 2020 4:09 pm To be fair, the whole health and clergy system is immersion breaking, but there isn't much that can be down because of the game mechanics. Clerics are not supposed to go around True Resurrecting every soul they see fit to do so to. Its actually a rare miracle. Raising the Dead should impose -1 Constitution to the person being raised. It also should cost an offering of a diamond.

The other side of this is characters diseases, poisoned, near death probably wouldn't be able to fight well, or run like they are in a marathon. There would definitely be penalties and debilitating effects.

But in the end, its a game, and I am sure if all of this were added, most of the server would backlash against it.
I dont consider true ressurection as true ressurection unless it is to ressurect perma dead character.

The point of my post is, you play a priest, and got tools to rp around. But then you run into people who rp that they are immune to your tools. Instead of building the play around what we have at disposal, they decide to ignore entire spectrum of main abilities of your class.

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 4:35 pm
by DM Foresight
I think the time of troubles would be very interesting for rp, but removal of magic from the server would indeed be a devastating blow on a ooc level, perhaps not for many current players, but think about the new arrivals during such a time

* buys nwn2, finds bgtscc, logs in, wyd I cant play a wizard?*

Its almost like inviting new players to experience half of what the game has to offer. I'm sure some wpuld welcome in, but many others would despise it.

The idea of wild magic does bring a interesting idea to mind though that could be very interesting to appease both sides. Perhaps have shifting areas of both wild magic and dead magic zones. Areas were if you cast magic it could have some crazy unintended effect, and at the same time areas that magic fails to work at all. Over the course of the TOT these areas could change. One month mabye you could cast magic normally in the northern lands, then suddenly it shifts and now magic does not function there at all.

Flip the areas of normal magic, wild magic, and dead magic as the year progresses, abd mabye even have a month or two in there were its dead everywhere all at once.

Re: Setting immersion and...things

Posted: Tue Aug 18, 2020 4:36 pm
by yyj
There are some NWN1 servers on different low magic settings that provide this "immersive" low magic rp, why try to turn Forgotten Realms into something that it isn't? Time of troubles is just a part of it. Not the whole thing.