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 World Of Super Dungeon Explore-Craft Officially kicked off 
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Denizen
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Update: So I now have multiple people involved in the campaign, and it is going great, some of us have a guild established that is housing multiple characters due to quest rewards, etc.

So far in my guild house I have my starting character: Silver Chevalier and my quest reward character deeproot wolf rider. Hoping to pick up a support hero on my next character reward mission and get a support type.

Quests are going great, they've been fun, it's been an awesome time.

Progress on Website to make it global: Unfortunately work has been dominating my life as I am redesigning the Duct work for THE saks 5th avenue on 5th avenue in Manhattan. So life's been a big push and overtime filled. I will hopefully get something worthwhile up soon.

-Drew


March 5th, 2018, 3:41 pm
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Denizen
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Story Continuation here:

http://community.sodapopminiatures.com/viewtopic.php?f=28&t=15025&p=96559#p96559

I would recommend reading the Glauerdoom Moore, Rise of The true Necromancer series before this, as it will make more sense.


March 6th, 2018, 4:07 pm
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Week 2 of world of Super Dungeon Explore Craft.

The couple of mainstay people now have guilds and a character each at level 2.

Quest Cards have been created and ordered, Pictures when I get them in my hands.

Achievement list being created.

Multiple dungeons cleared. Tetsudo Tower almost rocked us into oblivion. That was a grind of boss fight, holy guacamole!

Guild Charter and Character sheet tweaked and fixed to be more streamline and tracking to be easier.

Currently under production:

Crafting List
World Questing Event for Opening of the Temproral Caverns and first narrative dungeon.
Achievement List



So Crafting list and achievement lists will be supplied to those who want them when they are done.

I will post The Narrative Dungeon rules here when I finish them so you can all see how one would work.


That's all for now, gameplay and leveling and dungeon delving still go well, everything is balanced thus far. Will keep everyone posted.


March 8th, 2018, 4:12 pm
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Completed:



Crafting List for levels 1-3
Vendor List for Shops in City
Achievements list for in game fun, completely optional, but my group is big on it.
Temporal Caverns Quest line created
Temporal Caverns first Narrative Based dungeon, written, tested 2d, making 3 tiles for when group officially gets to enter.




Next on the chopping block:



Armor sets for End game Raids based on Preferred role in game.

So the way the game is you have


Tank
dps
support

Each one will have sets based on the stat:

So Tank will be primarily an armor base with a bonus if you have the whole set

DPS will have a few different sets, will, dex, and strength

support will have will primarily.

This will take time to suss out so I am starting work on it now before my players even enter a raid, this way they can kind of plan appropriately.

These will all be based on in game items, and then given a set bonus when you equip all 4 pieces. More to come on that when I have it.


Updated fluff to be posted soon.


Still working on web site to get everyone whos interested going.


March 14th, 2018, 5:19 pm
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Denizen
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Update:

General Design of Website submitted, hopefully It is doable and the website can go live sooner than later. Thank you for your patience. More to come as I have it.

-Drew


March 19th, 2018, 11:27 am
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Here's an Example of what my players get before a session, this one will be in front of each seat for tomorrow's session.

Things to know before reading it:

Silver Chevalier, Deeproot Wolfrider, and Fae Alchemist, are all part of the people who play every single session, hence why they are called out.

Twilight knight was new last session and has a quest to get a second character for her guild.


We have a couple of new people coming tomorrow, so the new comers section is of course there for those people to get the idea of the setting. This is the 4th official play session, but we are calling it chapter 3 as the first session was jut getting a couple of people going.

So take a read, hope you enjoy, anything you'd recommend I do im open to, make it shorter, make it longer, include more characters, etc...

Also, each Opening quote is from a character in later chapters of the game as almost a teaser of things to come. Enjoy





World Of Super Dungeon Explore Craft

Prologue

“Time…. Time is a constant that cannot be changed. You cannot speed it up, or slow it down. But history, history is not a measure of time, rather just a strand of memory in the great stitch of time. I have guarded all these strands since the moment of creation, for this is my sacred duty…”

-Chrona, Keeper of Time


For those that are new:

You arrive in the city of Heldengard. It is a floating city near Celestia. As your group of random heroes departs from the Air ship that brought you to the city, you look around and see the city bustling with life. Vendors set up everywhere, mission boards, blacksmiths clanging away at their trade, small puffs of magic exploding from vials as alchemists experiment with new potions. As you journey around town, you enter a large formal looking area that holds barracks and the like. Outside of a few of these barrack areas, you see Guild names and sigils, on the other side you see places available for purchase, fairly cheap it would seem too. Under the sign it says “Fight for the city, fight for Crystalia, Lay your head to rest here each night.” You see young blacksmiths heading to the established guilds looking for work, crystal miners hanging out around the area.

Slowly, walking down the street is a large wolf with an elvish rider on it, a mask on her head. The wolf is a large as you are tall, it’s red eyes sizing you new comers up and down. You can see a few scars on the wolf and it’s rider. Lifting up her mask like raising the brim of a hat, she says “Ello’ there. Don’t mind Reinhardt, he’s just a little weary of new comers. Welcome to Heldengard, hope you all get to set up your own guilds here too. Got a couple of good ones going already.” She let’s out a soft giggle, “if you need some gems to start one up, head to the looking for group area of the docks, Everyone’s always looking for a helping hand on an adventure. See you all later!” The wolf moved and turned into a guild housing down the road.

Heldengard is a beautiful city, welcome adventurer’s. Head to the local quest giver and look for a group to join up with. Adventure awaits friends!

For those that have been, and for those that are new:

After recovering from the last mission, you head out to the quest giver, looking around your guilds see some new adventurers arriving. The Silver Chevalier turns to The Fae Alchemist, “Newcomers to the right, they look promising. Maybe we can take a few on an adventure, leave some of guild members here to rest up a bit. See what they’re made of.”
The Fae Alchemist took a look at the new stock of heroes and smiled with anticipation, “yes, this could be great! More heroes to combat the Dark Consul!” Letting out a cheer, the Alchemist grabbed a quest off the board and began reading.
As the Chevalier let out a small soft laugh, she saw the flag on her polearm begin to whip wildly as the wind kicked up. Looking over a new airship landed and out came a dwarf. The dwarf was short, but very round for a dwarf. Normally dwarves were short, sure, but they still leaned towards the strong side. Waddling over to the town guard he spoke quickly and feverishly. The guard nodded and they escorted him quickly. Looking around the Silver Chevalier looked confused and the Alchemist turned to her, “Guessing we’ll be going on an adventure pretty soon.” Nodding quietly, the Silver chevalier’s face was stoic as she saw the injured dwarves in the air ship. “Guessing it’s going to be a tough one, do we chance bringing the newcomers to something like this?”
“Do we have a choice? We need as many bodies for this one as we can get.” The Silver Chevalier pointed at a few new comers, “Go recruit some new comers for the adventure, I’ll send message to our guilds about what is happening, as well as the two new guilds. We’ll need to investigate this quickly.” The Alchemist nodded and ran off…


Chapter 3:


The stout dwarf waddled into the throne room of the Archmage who runs the floating city. “Yer’ Archmaginess, me kin and I were attacked in our own forges to the south of the Caverns of Roxor. It would seem his der offspring would like to control the forges for ‘imself. My men and I barely made it out alive!” The dwarf clambered.

Raising an old hand, the archmage stood from his seat, “Then we will send a group of heroes immediately to retake your forge master dwarf. As of late, we have acquired new guilds, all of which hail great heroes of renown. Please, take your people to our medical quarters, the town guard will help transport your people there. In the meantime, head down to the staging area, I am sure many adventurers will heed your words and be eager to assist.” The Dwarf thanked the Archmage and headed to the staging area.

Moving to a large crate, the dwarf struggled to climb upon it. His own girth giving him trouble in climbing the wooden crate. After a considerable amount of effort, the stout dwarf took a deep breath and cursed the maker as he regained his feet. “Can I git’ yer attention!? I am looking for a band of heroes that can take back me forge. It is under control of a flaming monster and his minions. We do not have the gems to pay you here, but you can keep any equipment you can carry there. If ye can do that, we’d sure be thankful.”

Silence settled over the crowd nearby when the Silver Chevalier spoke up, “I will send a representative of my guild, if not myself, to aid you master dwarf. We can’t have your items fall into the hands of the Dark Consul.”

“That’s appreciated little lady. Anyone else?”

The Fae Alchemist rose his hand, “My guild will send a representative as well to the adventure.”

From the shadows came a cloaked woman, a sword as long as her body strapped to her back, from under the shadow of her hood, she spoke softly, “I will go on this mission myself, The energies of the Kingdom Death Realm are strong there, I believe an ally is waiting for me there.” Nodding the Dwarf looked around to see more hands and volunteers step forward…

Today’s Dungeon:

Dragonpack Peaks: 4 tile dungeon
First two tiles will be mine cart side
Second two tiles will be forge/lava side

Spawn Point 1 + 2: Rock Pile
Spawn Point 3: Egg Clutch
Spawn Point 4: Lava Whirl

Mini Boss 1: Herald of Vulcanis
Mini Boss 2: Iron Golem

Boss: Roxor


March 27th, 2018, 4:09 pm
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Can you expand on how your guild system works? I assume it lets folks recruit multiple heroes to their guild so they can switch out roles for each Chapter and that once a hero is recruited, it can't be used in someone else's guild, but maybe not as an NPC in your story line?

At least based on this dungeon, do you just play Classic/Arcade for the chapter and then provide narrative in between? Do you do non-combat encounters? Or is this more like world of Warcraft where you bounce b/w dungeon and raid fights?

I see you have crafting involved - do heroes retain their loot/equipment between scenarios or do you have a different progression methods? I understand why SDE re-did their system b/c else you'd get too much powercreep. Interested to see what you're doing here.


March 27th, 2018, 5:03 pm
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Re: review of your sections,

Is the Deeproot Rider an NPC or the one in the hero's guild already? I'd expect you'd want an NPC here instead of using a person's hero unless you're allowing dupes of heroes (which makes sense in roleplaying, just don't want it to be confusing if their hero doesn't act the same way).

Based on the two starter sections, it seems you use their characters as part of the story, which is cool you customize it in this way for them! I'm sure they appreciate. I do wonder, though, isn't this narrative usually constructed around an NPC bringing the quest or some such? B/c what the heroes want to play a different hero from their guild for the battle? could be awkward. Or someone gets sick and can't show up! Also makes it maybe a bit more reusable? Always the tradeoff between making it their story vs. a reusable module.

I do see you handled this in the Chapter 3 section. I guess that's one way to avoid a situation where someone wants to be conniving and not go or as DM you can always retcon/come up with something to make them obligated to go.

All in all, I like the sections. They're meaty enough and provide context, but not too much of a novel.

You're doing 4 tiles, so are you doing FK or 2.0 rules for combat? I count 4 heroes thinking it could be either way?

How do you decide which hero the Twilight Knight will recruit? Do you give them a choice or do you just decide as part of the narrative?


March 27th, 2018, 5:51 pm
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Denizen
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sleepy_laughter wrote:
Can you expand on how your guild system works? I assume it lets folks recruit multiple heroes to their guild so they can switch out roles for each Chapter and that once a hero is recruited, it can't be used in someone else's guild, but maybe not as an NPC in your story line?

At least based on this dungeon, do you just play Classic/Arcade for the chapter and then provide narrative in between? Do you do non-combat encounters? Or is this more like world of Warcraft where you bounce b/w dungeon and raid fights?

I see you have crafting involved - do heroes retain their loot/equipment between scenarios or do you have a different progression methods? I understand why SDE re-did their system b/c else you'd get too much powercreep. Interested to see what you're doing here.


Excellent questions, allow me to answer in order and hopefully clarify some things:

1) Guild System has a leveling system. Basically for the first three levels it houses extra characters like you said. So this way you can team up with other people and bring multiple characters, or play on your own, or just swap out. Enemies level based on the level of your characters, so your level 10 does not want to run with your level 1. Your level 1 will die. A lot.

But You have a guild bank that holds more items as your guild levels. Then you get a guild blacksmith, allowing you to craft twice in a stay instead of once, more on that later. You get a guild quest giver, lets you double up on quests. Eventually you get crystal miners which allows you to gain additional gems when completing a dungeon.

So by the end you have a guild that can hold 30 items in its bank, 4 characters, A quest giver, A black Smith and Crystal Miners

Once a hero is picked, someone else can take it, but since I own everything, an additional model would need to be purchased, same with mini bosses that double as heroes. All NPCs in game are just that, NPCs. Like the archmage is just a dude. Dialogue spoken between characters are just characters talking. So I include PCs so it involves their controllers more in the story.


2) This is tough to answer simply. This version I wrote is specifically designed for Arcade, but Im sure can be adapted to Classic. So yes, You jump from dungeon to dungeon, and at higher levels will get to do raids, similar to World Of Warcraft. But like WoW there will be special adventures, events, and other quests that will have out of dungeon tests. For example, "Kobold, Snowballed." It's a mini game played during winter that lets you quests for special rewards, basically its players versus kobolds in a snowball fight. Rules for that are with the event.

Or there are quests about taking the airship to a dungeon where things happen along the way where you need to repair and defend. So it's more to it than just jumping around from dungeon to dungeon, but I have three new people tonight, so Im going to let them just hop in on a dungeon so they can start their own guilds.


3) First let me address the equipment. No, they do not until higher levels. So level 6 and below, at the end of every dungeon, your items get disenchanted, all of them, gaining 1 gem per blue loot, 3 per red treasure. At level 7-10 you are allowed to keep an item in a certain location based on level. anything in these slots you can choose to disenchant, or keep between dungeons. Anything that is still locked you need to disenchant.

So why craft at lower levels?

You can bring a single crafted item with you into the start of a dungeon. Some dungeons are narrative dungeons with challenges. For example, Temporal Caverns first dungeon is the Fall of stilt town. This dungeon takes you through this event: viewtopic.php?f=28&t=12825

Think caverns of time from WoW, where you have to defeat the dungeon boss to preserve the timeline. So in this dungeon, there is spawning points, tiles, etc... but certain events trigger other events and you get bonuses for completing with different levels of success. Saving X many citizens from the undead gains you extra loot. Getting through the alleyway in X turns heals you X before the boss. Things like that.

Other dungeons will have Tests to go further in them. Or you can just random dungeon bounce. So when doing these special dungeons its beneficial to start with an item than nothing at all.

I have an excel sheet of crafting recipes for in game items. This way before the start of the dungeon, you can grab that item out of the loot deck and start with it. When items are able to be retaiend, I have a second copy of cards that a player can put in their inventory, and printable copies, so they can stay in their character tracker. (Which you can see here viewtopic.php?f=4&t=14620)

The character sheet has been revised, also so has the guild charter.

Crafting is also level based. You can not craft Executioners Axe at level 1, there are level requirements to crafting and taking items. Also, I am designing unique sets based on a characters role, tank, dps, support. These can only be gained by end game raiding where the bosses will drop random set tokens. However, before those which will top tier end game items, there will be craftable sets that will require specific items which will require you to run against certain bosses. For exmaple, In order to make the "The Wall of Heldengard" shield you will need Tetsudo Towers Shell. Which you can only get at higher levels, will be a more difficult task than you might think because of the way the enemies scale with your character level.

Also, retaining Items is not the same as bringing in. If you are level 10, max level, and retain an item in every slot, you can keep them all equipped. If you want to replace it, you must immediately disenchant the item as all items are soulbound when retaining them from dungeon to dungeon.


I don't know if I'm explaining all of this clearly, but I hope this gave you some answers.


The whole purpose of this version that i wrote is to keep your original characters with their cards and use the iconic heroes you know and love. You can rename them, put them in your guild, equip them out sure, But at the end of the day a Royal Paladin is Royal Paladin, and that's his card, that's his mini.



The game in general is meant to be interpreted as best for your group and to use what is most fun for your group. It is a basic guideline for players to do what they want with. There is PVP/Battlegrounds/Arena

There is crafting, questing, Coming up soon is the spring event "The Festival of Roses" This will unlock special quests and special rewards and give extra exp. There is end game raids where enemies have very dynamic (Somewhat predictable) tactics, but still require thought to not ruin.

For example, the elmental temple of Joragumo. The final boss battle has her two sisters who need to be tanked away from Joragumo while ranged dps takes Joragumo down. If the tanks don't switch threat between the sisters, they will start to take extra damage and cause the group to fall. Once Joragumo is down, then the tanking dance still continues, but you have to take down the sisters still.


There is a lot of thought in the game and plans for it to get even bigger. I am trying to do a website so everyone can get in on the action, but I haven't coded in years and Topher is super busy with his new baby. So I'm trying to figure it out still.



But let me know if you have more questions, Love discussing things with people and getting their feedback.


March 27th, 2018, 5:56 pm
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sleepy_laughter wrote:
Re: review of your sections,

Is the Deeproot Rider an NPC or the one in the hero's guild already? I'd expect you'd want an NPC here instead of using a person's hero unless you're allowing dupes of heroes (which makes sense in roleplaying, just don't want it to be confusing if their hero doesn't act the same way).

Based on the two starter sections, it seems you use their characters as part of the story, which is cool you customize it in this way for them! I'm sure they appreciate. I do wonder, though, isn't this narrative usually constructed around an NPC bringing the quest or some such? B/c what the heroes want to play a different hero from their guild for the battle? could be awkward. Or someone gets sick and can't show up! Also makes it maybe a bit more reusable? Always the tradeoff between making it their story vs. a reusable module.

I do see you handled this in the Chapter 3 section. I guess that's one way to avoid a situation where someone wants to be conniving and not go or as DM you can always retcon/come up with something to make them obligated to go.

All in all, I like the sections. They're meaty enough and provide context, but not too much of a novel.

You're doing 4 tiles, so are you doing FK or 2.0 rules for combat? I count 4 heroes thinking it could be either way?

How do you decide which hero the Twilight Knight will recruit? Do you give them a choice or do you just decide as part of the narrative?


1) Deeproot is my character, as explained above dupes are allowed, but shes mine, so I ran with it, haha.

2) I just use the characters to set the stage, what people chose to bring, or who shows up is up to them. There is also a LFG ability which allows people to bring other players characters in a dungeon for reduced EXP etc... So this way you can always fill out a party. So the fluff between stories is just to get people going between sessions, not necessarily a module. Narrative dungeons are all NPC based.

3) I usually base my stories now on who is actually attending for sure. And they are all childhood friends, so they are reliable. When I make it more global through a web site, I will make the stories less character specific.


March 27th, 2018, 6:23 pm
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Looking For Group:

If a person knows they cannot make it, or will be away, etc... They can nominate one or more characters from their guild to enter LFG. When they do this, other people may bring those characters or character to the dungeon. However they can not disenchant items and only gain basic dungeon experience. They can not bring Items from their guild bank and can not be equipped with items from your guild bank.

At higher levels they can go in with equipped items that they have permanently, but these can never be replaced, even if a better item is drawn and will be returned to the LFG as they entered the dungeon, gaining only the exp.


March 27th, 2018, 6:26 pm
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Haha, cannot disenchant items. Kind of like in MMO's when you get hacked you log back in naked with no gold!

What does the character experience go towards? I've seen other systems where you start with penalties so there is option for growth, but giving hero's bonuses means you also have to give the monsters bonuses, too. There's the base MMC, but then it can become an arms race and maybe you eventually run out of dice?

Or is there a focus on non-combat improvements, like +1 move, surefoot, tough, etc.?

I like how your system is focused on linking what appear to be regular SDE matches (as per the original SDE:L concept) as opposed to adding the heavy RP element since that can have a daunting up front cost of writing the adventure and play test it on the fly.


March 27th, 2018, 7:41 pm
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sleepy_laughter wrote:
Haha, cannot disenchant items. Kind of like in MMO's when you get hacked you log back in naked with no gold!

What does the character experience go towards? I've seen other systems where you start with penalties so there is option for growth, but giving hero's bonuses means you also have to give the monsters bonuses, too. There's the base MMC, but then it can become an arms race and maybe you eventually run out of dice?

Or is there a focus on non-combat improvements, like +1 move, surefoot, tough, etc.?

I like how your system is focused on linking what appear to be regular SDE matches (as per the original SDE:L concept) as opposed to adding the heavy RP element since that can have a daunting up front cost of writing the adventure and play test it on the fly.


I have a leveling system that ups players stats by one blue, one red, more hearts, more potions, etc.

And the leveling system translates over to the monsters. Also, the highest level player in the group sets the monster level for the dungeon.

I have not thought about adding a non combat improvement, but is something I may consider now, thanks for that idea.


My system was designed to be what I thought legends was to be. SDE with leveling characters. Not a Lite RPG. So i am continuing on that thread.

Last night ran that dungeon with 6 person group, was a blast, although roxxor shape shifted and our DPS players beat the snot out of him, so that was disappointing. But it was still fun.


March 29th, 2018, 11:16 am
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Ah, in that context, I think your intro is wonderful and takes the onus off your group to feel obligated to RP (which is probably what my wife would prefer). Also gives you much tighter control/rein over directing the narrative and you can keep it light and just fill it full of epic fights. I have some storylines in mind I'd like to work on, but not sure if they'd work better with a system like yours (which is what I originally wanted) or the planned SDE:L beta (which is a lot more work, but gives a lot more flexibility and guards better against power creep).

In terms of increasing difficulty, I was thinking that just increasing the monster's stats feels bad, like in RPG's where the monsters scale up with you so you have cool stuff, but that pig still takes 100 hits to kill like when you were level 1. Ideally the monsters scale slower than the heroes so you really want 'more' monsters or more interesting abilities to offset the hero's increased offense and defense. For example, Kobolds tend to be rubbish if the heroes don't have bad luck and blow them up b/f they can mob. What if you had twice as many kobolds? You could still blow them up, but then they'd get to utilize mob, forcing the heroes on the defense against the buggers.

Then for the poor drakes, who rarely get to do much cool, what if you added hatchlings or baby drakes to the gangs so they last longer, are more likely to do knockdown to benefit from pile-on, etc. Of course, adding/mixing in Alt profiles can work for this, too, but I think you get the drift. This is of course reliant on having suitable models to do these things.

I was also thinking of ideas like the Monster gangs get their own....CREEP PETS! And you could have the pets give auras to offset the hero power so that can soak up the hero actions to defeat the creeps to then blow up the monsters at their base stats.

I am also toying with the idea (at least for Arcade 2.0) of just replacing the Plot with another mini boss since they tend to stick around more than a single activation, pose a real threat, and there are so many it's a shame you only get to use one per match usually. For your purposes, you could spawn mini bosses with the dungeon boss as henchmen! Or spawn two or three of them before the Dungeon boss appears (but then the Dungeon boss could still get blown up).

My experience with Roxor was very different b/c he was in stone form and got boss challenges to increase his armor and I couldn't use any status effects to weaken him to chip away at his health and basically had to wait until he was in fire form to hit him, but also hope the boss challenges didn't help him kill off my heroes at the same time. To prevent him from being blown up in a single turn, you can decide he has twice as many wounds or has Sturdy due to holding a relic that the heroes are there to retrieve.

I've found some of the most devastating boss challenges was reducing the hero's turn to a single activation b/c it changes the assumption that all heroes can activate in a turn and can take a hero that they planned to heal next turn to well, that one might just die.


March 29th, 2018, 3:08 pm
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Updated New Feature:

LFG area in town.

You can elect as many characters in your guild charter as you like to be in Looking For Group/Staging area in the main city.

When you so so. That character may be taken by another group to help round out a party. However, it does not get to complete quests, and gets just the basic dungeon EXP. it also gets no gems for disenchanting.

So if you know you can't make it one week, its an easy way to get your characters some easy exp.


April 4th, 2018, 3:15 pm
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Sooo... question. Given your campaign is massive (and awesome sounding) how often do y'all play? once a week, but every week?

Can folks play if you are not present (like solo on your own?) Assuming maybe everyone uses your collection/keeps stuff at your place?

I'm thinking of pacing and how much time would need to be devoted by you and others to maintain continuity. You mention you get new players so then how often do they play if they are not part of your core group?

I can definitely see the advantage to having folks pop in for one adventure and not necessarily need to have a guild started/continue if they don't like it and the LFG system to ensure that folks that can show up can always field enough heroes to play.

I guess in my head y'all have played so much/all the time, how do you keep the monsters from getting stale (even if they level up). That was one of the reasons I went above the base game in the first place b/c one can only defeat kobolds so many times b/f they get stale unless you add the story narrative...but a gang of kobolds is a gang of kobolds unless you start doing alt profiles/adding abilities/plot mechanics, etc.

And then...is there an end game? Where does it all end? or does it never end (like WoW) :). I was thinking of a campaign to last maybe a month or two if you play every week, but then you're done and you do something else. Your campaign system with the guilds and the ongoing crafting, etc. allows for a much bigger time investment/hook like an MMO, which I think is only largely possible because you are you.


April 4th, 2018, 5:24 pm
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sleepy_laughter wrote:
Sooo... question. Given your campaign is massive (and awesome sounding) how often do y'all play? once a week, but every week?

Can folks play if you are not present (like solo on your own?) Assuming maybe everyone uses your collection/keeps stuff at your place?

I'm thinking of pacing and how much time would need to be devoted by you and others to maintain continuity. You mention you get new players so then how often do they play if they are not part of your core group?

I can definitely see the advantage to having folks pop in for one adventure and not necessarily need to have a guild started/continue if they don't like it and the LFG system to ensure that folks that can show up can always field enough heroes to play.

I guess in my head y'all have played so much/all the time, how do you keep the monsters from getting stale (even if they level up). That was one of the reasons I went above the base game in the first place b/c one can only defeat kobolds so many times b/f they get stale unless you add the story narrative...but a gang of kobolds is a gang of kobolds unless you start doing alt profiles/adding abilities/plot mechanics, etc.

And then...is there an end game? Where does it all end? or does it never end (like WoW) :). I was thinking of a campaign to last maybe a month or two if you play every week, but then you're done and you do something else. Your campaign system with the guilds and the ongoing crafting, etc. allows for a much bigger time investment/hook like an MMO, which I think is only largely possible because you are you.


Folks can play if I am not present, they are just on the honor system of tracking everything properly. So while I run the campaigns, I know who is capable of running the campaign without me and they are kind of life my generals?

I own everything, so 99% of the time, people play at my place, we usually play every week, once a week on wednesday nights. But that is changing to every other wednesday as we also do warhammer every week. So in that one sitting, we fit as many dungeons as we can, but sometimes there are special events, like in the end of the month. Super Dungeon Taco Night. Wife is away for a friends bachelorette party, so the guys will come over, Ill cook pulled chicken tacos and well play into the wee hours of the night.

New players play as often or as seldom as they like. Its like WOW, you log on when you want to play. You will not level as fast as someone who plays every week. But now with LFG mechanic, you can still be brought along and get some exp. But these players also play in thier own core group, as well. I don't need to babysit, the rules are the rules, as long as people own things and report in their character and guild status after the games, we have a working data base of whats doing.


Monsters: I own literally everything for this game, sans the new model :evil: :evil: :evil: But thats a different rant. So we mix and match, I have doubles of things, so alt profiles. Plus I incorporate Ninja All Stars, the ronins, all of it with custom cards, etc... Example I have 3 Jorogumo models, 1 for her, 2 for her sisters. Thats a raid boss fight.

Sick of monsters? Great, lets head to Warsong Gulch, Arathi Basin, or Alterac Valley. Want to do more standard pvp? Sweet we have arenas.

There's so much extra to do in my game, that the monsters tend to not get less fun. Plus I make it a point to rotate them out. Then I have custom Narrative dungeons.

The End Game:

Currently there is an end game, its the Elemental Temple of Joragumo. its end game raiding where you can earn epic gear sets, class specific sets, new recipes, etc. That is where its capped now.

But because My gaming group loves the game and system so much, Eventually the "expansion" will come out with new quests, crafting recipes, dungeons, narrative dungeons, more story, etc.

One preview I will give you:

This whole campaign revolves around Celeste, whom is very similar to Arthas and is no longer sleeping. She is trying to fight. There will be a "Naxxramas" styled raid with her as the mini boss.

I also plan on incorporating mounts, Grand Guilds that combine multiple guilds and if you raid together you get special bonuses. There is going to be an actual world map to interact with and visit. There will be a whole new continent in the next expansion. I have a lot of notes and plans for the future.

In regards to me being me. I love Warhammer 40k, Warhammer Age of Sigmar, Super Dungeon Explore. That's about it in the gaming world. I used to do DnD, Pathfinder, all those tabletop rpgs. But i realized I liked to use minis, and I like the single game conclusion so to speak. My friend has shadows of brimstone and I said, How do I make this happen in SDE? I played WoW since Vanilla Beta and only quit a year or two ago.

I wanted to take all the aspects of those games and make what I loved to do most out of all of them. Which was Raid, Dungeon hop, and on occasion pvp.

I have been a GM since I was 13 years old, 22 years later, my friends still only want me to GM out of the whole group. And I also have an imagination that just goes and goes.

So I put that all in to my thoughts and processes and I make games fun for my friends. But if you wanted to play along side us with your own group, you are more than welcome to. I have a pdf of the rules for now. Let me know.


April 4th, 2018, 6:23 pm
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Mini-Boss
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Joined: October 29th, 2012, 8:56 pm
Posts: 529
dsdrew - thank you for sharing so much! It definitely sounds like you have a successful system that emulates the MMO structure and incentives. With the current SDE:L beta it's more of a roleplay structure that can focus on the small stories, which I like, in addition to the big battles that the classic/arcade games encompass.

With yours, I like how the scenarios you build are not one-shots, but reward the heroes for repeating them, scale well in difficulty, yet can fit in your overall narrative. The Quests and how you've set up crafting to have them seek specific scenarios/monsters to defeat is also cool.

I would enjoy getting a peek at your pdf rules since you have offered!

The one thing you're doing that I don't think i would be able to replicate is the massive creativity/commitment to generating new content and the bookkeeping to maintain the persistent world (of course stuff like google sheets makes this much easier these days!).

You've solved one of the issues I was wondering about for when SDE:L was announced, which was, once I level up my hero off scenarios...then what? For the adventures I'm thinking of, they're more self contained stories and the player's characters just become part of that hero. Once a surprise/plot twist is revealed, it's done, but I like the focus you have around mechanics similar to dungeon/raid bosses, to keep it engaging. It also means your mechanics have to be that much more robust between repetitive playthroughs.

I imagine you've probably already created or have in mind challenge mode rules for your scenarios (e.g. achievements, special trophies, etc.).

So...how many of your players have actually gotten to a hero to L10? Anyone close to max?

What will you do when you have to raise the level cap? ;).

well, duh, add character slots and reskin a hero with a different vanity ability! ^^


April 4th, 2018, 8:06 pm
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Denizen
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Joined: December 3rd, 2015, 11:43 am
Posts: 445
Private message me your e-mail and Ill send you what I have.


April 5th, 2018, 4:39 pm
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Denizen
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Joined: December 3rd, 2015, 11:43 am
Posts: 445
Sleepy, sent you the email.


Tonight, next up, Raid on the Forgotten king, 4 tile 3 man hard dungeon. Should be a good time. Going for those achievements baby!


April 25th, 2018, 12:02 pm
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