Hello Neverwinter Players
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Here I'd like to ask what your basic ideas are for your first few missions (before you get the hang of it). Obviously I'm not going to ask for too much information because you may feel that you're risking others taking your concepts, but if you could provide a brief outline that would be great!
I want to see how you're all thinking, are you thinking of starting generic? Or from day one working hard on something for weeks until it's finally ready and releasing a massive mission with hidden items / chests / boss' etc?
I think it would be great to compile some mission ideas, so I'll go first!
Rescue
Blacksmith X describes how his mining expedition was interrupted by some Hobgoblins. Rescue any survivors.
Once you find the missing miners (all names), one gives you a note they found on a Hobgoblin body whilst fending for survival.
Note
The note is too hard for your to decipher, locate Librarian X to decipher the message.
Once you talk to the Scholar, he says he needs some time to work on the note and asks you to collect some herbs for him in the meantime.
Herbs
When you return, he tells you the note was meant for a head hobgoblin named X and that you need to investigate further.
Hobgoblin
Find Hobgoblin X
You notice the goblin is defending a node, kill the goblin and take part of the node back to the blacksmith.
Node
The blacksmith thanks you for your findings and gives you X reward.
Now obviously this is very simple and lore etc will be added.
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Your turn!
Vuxadin@Kaelangx on Mindflayer.
PvE Enthusiast.
Comments
Basically, a guy gets drunk with some gypsies and thinks they turned him into a vampire because they sprinkled him with glitter and he sparkles in the sun.
Yep. It's going to be that. Because that's some stupid $%#@.
After that, I will do serialized modules for my guild. They will begin with a hunt for a lost Dwarven gem dealer, on a commission from his worried wife. They'll have plenty of cliff hangers are intended as a weekly event for guild members. I'll encourage other guild members to either build their own serialized adventures or to spin-off this one to create new tangents and side-plots, or just enhance the central plot itself.
It's going to be wonderful fun.
Check out SHADOW on YouTube!
"I feel there is a strong need for a prison-based environment where lower-level players are repeatedly gang-[redacted] by higher level ones."
My first (and possibly best) map will be based in a pve arena setting, starting at level 1 and working your way up through various fights and gaining acces to better armor and such.
Future add-ons will be pvp oriented.
I dont build very fast and dont have a lot of time, by the time i release it, there will be 400 variations of my same map all with more polish and popularity
You can either honour your agreement with the aristocrat and beat up the brigrands, or switch sides to the noble thieves and fight the wave of goons the aristocrat sends in to finish the job.
Remaining optimistic for now, ignorance is bliss!
My first thought was "it's the most cheesy quest ever" and it start to make me angry but then they make you small and make you a hero in their pnp game hahah.
http://www.youtube.com/watch?v=gYCq6i1RMiU
My work: Heroes Blacksmith - Library
http://nw-forum.perfectworld.com/showthread.php?21051-Heroes-Blacksmith-Library
(You ready? Warm up those 'give five star rating' fingers now!)
CHAPTER ONE: A nondescript man asks you to go into his basement and kill ten pesky rats for him in exchange for an insultingly small reward of copper.
CHAPTER TWO: A different (though equally nondescript) man asks you to go into the idyllic woods nearby and kill some of the bizarrely numerous boars there, collecting various parts of them so that he can make . . . assorted boar-related merchandise.
CHAPTER THREE: You find out that your princess is in another castle.
~fin~
No, but seriously, my Foundry adventures are going to be like Planescape: Torment. Except, not set in Planescape. But I fully intend to hold the record for "most words of written dialogue" and "most dialogue options" in the Foundry.
Yeah, craziness like this: http://futureblue.files.wordpress.com/2012/10/nature-of-a-man.png?w=547
I'd like to do a full-length campaign of multiple adventures focused heavily on aberrations, the Far Realm, the Abolethic Sovereignty, madness, corruption, and related themes. Sort of Lovecraftian. With a lot of investigative elements, talking to people, choices and branching paths, and plenty of hard fights against mind flayers and similar foes.
I won't share ideas as I want them for my own personal selfish use. Only mention that one will involve rats and a basement. And that the title and decription of the quest will be deceiving about it. Plus my handle in game is different from my name here so good luck trying to dodge my rat quest.;)
Was it Planescape:Torment where you had to basically "score" with everything that walked? (One of those old PC RPG's)
I see you've played LotRO.
I see that you have played:
Muds
TES
WoW
Ultima
and so on...
Well, my missions are going to be about something. While I am no david lynch, I am to examplify social critisism/ psychopathology/ rasism and inter-group hostilities and heuristical thinking, without doing it blatantly obvious.
But it all comes down to how the tool functions. More restrictive, more thinking outside the box, but there is a limit
Sadly, he's right, "boss farms" and "XP farms" are probably going to be pervasive. I don't know how well the Foundry defends against min/maxing, but I wager there will be a formula that generates as much reward for as little effort as possible. Those will then dominate most selections.
Ironically, they'll be played by the same players who insist the game "isn't hard enough", or worse, the people who cap within 5 days and then spend weeks complaining "there isn't enough to do", but hey, human nature is a strange thing.
Most novice adventure designers tend to make things far too difficult, not realizing that people will get bored, nobody is going to spend 3 hours trying to "conquer" your uber dungeon.
The other thing you'll see is door ganking. Missions that the moment you enter them are just a whirlwind of over-powerful mobs that beat you to a pulp. These same authors will then whine that nobody plays their modules and will say the rating system is "rigged".
To me, I'll look for brevity over "epic", I'll look for story over so-called "challenge" and I'll particularly look for segments/serialized adventure, that is to say, snippets of adventure that lead to more story/plot in the next chapter. This lets me sample something then return to it later if it met my fancy. I often only have 45 minute windows to play, so I'll look for modules that aren't massive messes that consume an entire day to complete.
Finally, I'll probably play modules that cater to RP and the RP community almost exclusively. It's on this front I am most excited. With the number of RP guilds filling in now, if we can work together, we can really mix/merge adventures together so that we weave some wonderful fan lore with this game.
To each their own by the way, I'd be the first to confess I am total Carebear and play the game with that style and method. So if grinding to min/max is your thing, all power to you. It takes a village. It's always been that way with D&D, a game that supports different styles and preferences. It's one of the reasons why the game is so strong and has lasted all these decades later.
Check out SHADOW on YouTube!
Cheers.
PvE Enthusiast.
Seriously?
How will you make sure it gets past the Standards and Practices team who decide the appropriateness of such "techniques"?
If I wanted to re-create a very old AD&D module as a tribue and I am glad to give credit to the original authors and do not want any sort of profit, just a tribue to a classic adventure that is no longer even in print and hopefully people will enjoy. Would that be not allowed as a copyright issue? I would make sure it is clearly identified as a re-creation of someone else's work and credit them. I'm not looking to steal or profit from someone else's work.
*CMP=crypticmapolis
Standard MMO takes months just to get a few missions out to us.
If the tool is great, Cryptic Devs could probably wip quality missions out it extremely fast, like under a day. Longer chained quest over a few days. That could be like every month they drop another 25 missions on us or more, partnered "friends" another chuck of missions/month. That is way way way ahead of what anyone else is giving us and it keeps quality up and easier for us to find things. Do we need 1000 new random <font color="orange">HAMSTER</font> missions a month of several dozen tested quality one's?
There are disadvantages to just anyone making levels.
Ravenloft
Look for@Apocrs1980 or visit the main page here or Ravenloft here
and so on...
My work: Heroes Blacksmith - Library
http://nw-forum.perfectworld.com/showthread.php?21051-Heroes-Blacksmith-Library