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Suggestion: Tokens that Replace Grinding/Quest XP

Posted: Fri Jul 15, 2016 5:05 am
by Steve
This is a suggestion for further thought, from another thread. Whether desired by Staff or not—or whether even possible—is left to Staff. But I would be excited to help work out the kinks, if it was taken up as a means to improve the Server (and evaluated for investment vs result factors).

Subject: How many Areas currently on BGTSCC?

My rough count:

68 Surface Areas in which mobs occur
(I've counted some areas, like Durlag's or Cloakwood Mines, as a single Area for this, though it may contain multiple area maps).

37 Underdark Areas in which mobs occur

(very few Areas were combined into a single value)

What I'm getting at here:


While I do my RL job, I've been thinking of the BGTSCC recurring issue of gaining Experience—via the acquisition of XP points—and the general disconnect between having to RP for it, or Grind for it...and the speed to which it seems mostly unsatisfactorily gained, by most Players. Or, I could be wrong on this, and it is just the most vocal Players!! ;)

Anyway, I think we can generally agree that Grinding in general is less focused toward Role-play, and more focused to Level acquisition, which is often argued supports Role-play...eventually...based on Player need and preference. However! What most Players seem to universally care to experience is a sense of Story, both in the general experience of BGTSCC, but also in the particular experience of their PC's path to ultimate Experience gain (this being mechanically based statement, since many—though not all—have reached Lvl 30 with their PCs and those PCs still need plenty to learn ( :lol: ) and continue to gain "experience" through Role-play means). But I have to state there: that factor cannot be gauged, at least, like the Lvl 30-requires-X number of Points-to-reach-X-power level. Etc etc.

Why I started counting Areas is that it occurred to me that one alternative to Grinding for XP, is to base Leveling off of Actual Experience, as it pertains to the Server as it exists.

In short: Levels 1–10 require a single "token" to advance each level. That is 10 Tokens. Levels 11–20 require two Tokens to advance each level. That is 20 Tokens. Levels 21–30 require three Tokens to advance each level. That is 30 Tokens.

All in all, the advancement from Level 1 to 30, would require 50 Tokens. Where are the Tokens coming from? 2 sources. The first source would be from reaching the End Point of an Area. Completed Hill Top ruins by reaching the wyrm? Automatically gain 1 token. Take that Token to a "Training NPC." Receive that particular Level. For example: if Hilltop Ruins are rated CR 8, then that particular Token grants Lvl 8.

The second source would be DM granted-for-Story-development Tokens. Maybe these count as half-value Tokens? However, for the Player, it could go something like this: develop and carry out a Player-initiated Storyline, document it or enact an effect both or separately via the Forums and IG, and just like the DMs evaluate and grant/deny Player Requests, the PC/Player can be rewarded a "Storyline Token" for the time and investment in...wait for it...Role-play.

So essentially, my idea here is to create 2 somewhat simple forms for Game Play: the adventuring-experience where each "successful" journey can lead to a direct gain of Experience; the non-adventuring-experience can lead to a direct gain of Experience. They have equal value!

The great thing is a Player can do both, and...Grinding for XP goes the way of the dinosaur (in RL) and Players are encouraged to travel the Entire Server (as must as can be directed) to gain Experience, and Leveling can actually be attributed to something gained/learned, over mindless killing and implausible repetitiveness.

This is the Working Idea, in brief form. There are many issues still to work out.

Like:

- Can XP via killing mobs be turned off?
- 68 Surface Areas exist, 50 Tokens needed for full advancement. Are there enough Areas in various CR ranges to spread evenly (?) for interesting/appropriate Level advancement? Can a Token be scripted to only grant a certain Level?
- Would Leveling be then far too fast? Could a Lvl 30 PC do an assisted "walk-through" of all the Areas with another newbie PC and have that newbie gain all the required 50 Tokens for advancement?
- How would Death—namely Fugue death—affect or not-affect this process?
- What can be gained be revisiting an Area after gaining its Token? How would that affect Loot?
- How can it be made more exciting, with additional challenges? Could there be Token trades, for example? As in: forgo the Token-for-Level trade, and gain something else (like: a house; a custom Item; some permanency for your PC's efforts built into the PW itself)?

Now I go back to work (RL job work). lol. 8-)

Re: Suggestion: Tokens that Replace Grinding/Quest XP

Posted: Fri Jul 15, 2016 5:20 am
by Moltrazahn
Huh... I like it! In the rough. Some fine-adjustment could work tho.

I used to play on "The Forgotten realm" waaaay back in the day. They had these "RP-shards". DM's would stalk people rp'ing or those who partook in events, and be rewarded a shard.
Shards could be used for a various-amount of things. I think something similar could be adopted with your concept here. Maybe X-amount of shards can give a level etc.

Either way, I like your suggestion. Encourage some group-gameplay to get your weekly tokens! :D

Darklord Senengil & Captain Maximilion: "Elvina... Arkaine"
Lady Elvina & Arkaine:" Selengil, Maximilion..."
*Dust devil rolls by*
All 4: "U GUYS WUNNAH GO KILL DRACOLICH? WEz NEED DA TOKEN! Raawwwr!"
All 4: *sly voice* "But... I'll be watching you scum... mark our words!"
All 4: "Okay, so who has deathward? I need heroism! Stoneskin me plx"

- Bgtscc, making a community where everyone feels the love :D

Re: Suggestion: Tokens that Replace Grinding/Quest XP

Posted: Fri Jul 15, 2016 6:47 am
by mixafix
Academic to the argument perhaps but

n short: Levels 1–10 require a single "token" to advance each level. That is 10 Tokens. Levels 11–20 require two Tokens to advance each level. That is 20 Tokens. Levels 21–30 require three Tokens to advance each level. That is 30 Tokens.

total is 60 as I read it.

Re: Suggestion: Tokens that Replace Grinding/Quest XP

Posted: Mon Jul 18, 2016 2:39 pm
by WhatsInTheBox
I do not like systems that require you to depend on DM attention to finish lvling

Re: Suggestion: Tokens that Replace Grinding/Quest XP

Posted: Mon Jul 18, 2016 6:31 pm
by Steve
WhatsInTheBox wrote:I do not like systems that require you to depend on DM attention to finish lvling
The "system" that is being suggested here does not depend on DMs at all. DM attention would be additive, a bonus.

Re: Suggestion: Tokens that Replace Grinding/Quest XP

Posted: Mon Jul 18, 2016 7:38 pm
by ValerieJean
Steve wrote:
WhatsInTheBox wrote:I do not like systems that require you to depend on DM attention to finish lvling
The "system" that is being suggested here does not depend on DMs at all. DM attention would be additive, a bonus.
But you would require it if you went the Story Devel route and not the exploration route. Correct?
The second source would be DM granted-for-Story-development Tokens. Maybe these count as half-value Tokens? However, for the Player, it could go something like this: develop and carry out a Player-initiated Storyline, document it or enact an effect both or separately via the Forums and IG, and just like the DMs evaluate and grant/deny Player Requests, the PC/Player can be rewarded a "Storyline Token" for the time and investment in...wait for it...Role-play.
I have played on servers that used RP Tokens as they called them. They were used for different purposes as they were a straight up RP server, no NWN1/2 click and fight, most of the time DM events were not heavily reliant as some would pop on and give for RPing but your main gathering did come from the events they did.

As to what they were used for it varied per the servers, some buffed your char stats and others depended on powers but that's too much detail not needed for here. As I do not believe this server wants to be like those at all as it uses NWN2 mechanics with RP.

While I do like the idea as it gives something else to the server instead of grinding forever (omgmakeitstopplzlol). Per my experience with DM activity here I would be fearful that those who are not running around and collecting and wish to attempt the story-line way will be left in the dust compared to the others who do decide to run about, especially those who dwell in the UD. Though I know of recent there as been relative minor DM activity below which is very lovely to see.

But all in all I would love something other than grinding!

Re: Suggestion: Tokens that Replace Grinding/Quest XP

Posted: Tue Jul 19, 2016 6:17 am
by mixafix
Perhaps tokens could be linked to the plots ongoing, rather than an even server distribution, which supports rp and does not alienate those grinding or plodding round server.

Themed tokens, giving the finder a small xp hit, which can be turned into ..(interested guilds) who are collecting. (there may be rivalry here, some guilds collecting others trying to stop it or collecting for another goal)

Eg GM introduces the Orc clue token. It is placed in relevant areas manually/it is built into game as persistent for an allotted time frame.

One requires gm to place token on some system (but labour intensive but less repetitive)
other requires module updates but then its done till whenever, but once location found it stays found.

Collector gets personal/party xp reward on recovery, there is still somewhere to take it ..as guilds a, b and c are collecting clues here and may reward finders.

Guild d,and e are trying to suppress plot and may try to hide/destroy clues from guilds

tokens can be turned in by guilds to gm for a clue/plot development.

Point.
People look in all the rooms. People look in different places than grinding.
RP plots can be carried over physically among players as well as imagination (ie there will be tangible things to discuss)
The collection of tokens will provide alternative xp/reward.
Guilds will be galvanised into action and gain clues/insight/whatever towards objectives.

Issues
initial writing
time gms spend placing tokens in game when frequent resets and accommodating time zones evenly.
any technical issues I'm too silly to understand.

I am thinking low value tokens, but maybe lots of them dropped in over say a week (whatever suits).
Guilds may need to consult after that time - rivals may hold out and negotiate with tokens etc etc (there is a lot of rp in there) X tokens gets progress A, 2X tokens may get progress B (gm running plot has the ball)

Once up and running gm time is limited per reset ...pop a few more in wherever suits his game. I'm thinking hopefully that is only a few minutes time while on server anyway.

Re: Suggestion: Tokens that Replace Grinding/Quest XP

Posted: Tue Jul 19, 2016 6:31 pm
by WhatsInTheBox
Steve wrote:
WhatsInTheBox wrote:I do not like systems that require you to depend on DM attention to finish lvling
The "system" that is being suggested here does not depend on DMs at all. DM attention would be additive, a bonus.
But it would there are only so many dungeons once you run them all to get the token for that dungeon you are just waiting on do xp ticks and DM rewards in the system proposed. Are there 30 different dungeons on the surface and another 30 in the UD?

Re: Suggestion: Tokens that Replace Grinding/Quest XP

Posted: Wed Jul 20, 2016 4:01 am
by Steve
WhatsInTheBox wrote:
Steve wrote:
WhatsInTheBox wrote:I do not like systems that require you to depend on DM attention to finish lvling
The "system" that is being suggested here does not depend on DMs at all. DM attention would be additive, a bonus.
But it would there are only so many dungeons once you run them all to get the token for that dungeon you are just waiting on do xp ticks and DM rewards in the system proposed. Are there 30 different dungeons on the surface and another 30 in the UD?
Maybe I wasn't being very clear, but Adventuring Tokens could be acquired anywhere, not just in a dungeon.

For example, the existing quests could produce a Token or Half Token each.

The key challenge here is how to associate Tokens with CR and some form of paced leveling, so that on one hand the grind of grinding can be alleviated—and possibly the need to power build to level quickly—but on the other hand, Characters can't power level to 30 in a month (establish some spoken idea of what fair and considerate leveling is appropriate for BGTSCC, something never truly defined).

Regarding the "storyline route:" it could be that a Player CHOOSES to only acquire Tokens through RP that would illicit DM Tokens over time. But again, that would be a choice and not hinder any other Player's game.

Regarding Tokens for Other Things: this is also interesting, in giving a Player a choice to spend a Token(s) on something other than Leveling. But for sake of simplicity, it may be better to just start with Tokens for Leveling, and hope that Enchanting System comes online soon.