Well Met!
Tales of the Silver Marches was first done way back in 2002. After four wipes in those years the current module was deemed a bit unweildingly and realeased and Stonewyvern asked us as Builders and Scripters from large servers ourselves to step in and redo it. So we did.
We used all new systems as well as some of our own and recreated a New Vibrant World...
The Silver Marches.
Someone asked how friendly we are to new players and before I had a chance to respond you can see what the Player Base had to say right
here.
A collection of picturesclasses to choose from. We are an older PW that was completely rebuilt by a few crazy dedicated numbskulls and it seems word of mouth has gone out and we find ourselves with about 5 to 15 people logging in daily. Hopefully the trend stays to the point we soon have 20 people on all the time. Of course that would be ideal though we could handle more than 20 at a time but then would have to seriously upgrade our Staff. I am hoping to stay about a 5 players to 1 ratio on Staff.
We are based in the Forgotten Realms area of the Silver Marches. No…at the moment we do not allow drow as our Underdark is not all in and really...not sure if we could handle a bunch of Drizzit clones running around at the moment. But we are working on it and Drow will be allowed soon as well as 60 plus other
Sub Races.
Crafting, new spells…so many different fun little bits to see. Hope you take a look at our forums and our Site and let us know what you think. You can pm here or on the forums under the name TSM Junkie.
We are very close to Pen and Paper in rules and use only the CEP as our hak. We have swimming, teleport, deity and domains. We have Timed, Exploration and even Player Awarded XP. Heck...we have too much to list here but here goes.
I hope you all come and take a peek at us. We would love to have you.
Our death system was designed by a fellow named aptly Axe Murderer. His system allows it so players when they do expire have some options. They can wait and hopefully their erstwhile partners are carrying their bloated corpses back to a Priest to raise them back to life like Max the Miracle Worker.
Or in the Fugue they may take the portal back which will give them some options from taking random items, some vital xp, or gold. Guess you can buy your way out of hell so to speak, lol. You can even choose whether to go to a temple or to the spot you died.
Then our bleeding system is a bit different. When you’re smacked down by a wolf he might eat you or wander away. While a Zombie would of course dig in like you’re the last burger at Rosanne’s House. But a goblin might grab some of your gold or just maybe you gave that bandit as good as you got and he might hunker down a few feet away and try and heal himself up a bit in case that stubborn adventure gets up.
Basically like everything we have added we have tried for three things to guide us.
1/ Character Development.
2/ Fun and challenging…not just one or the other.
3/ The Player Base asked for it.
In that spirit we have installed and modified the following list of features.
Crafting/Tradeskills
Player Housing
True Forgotten Realms Deity System
Spell Storing Devices
Personnel Storage
Hide Level Character List on Start Up
Rest Menu Features
This needs mentioning as it lets you do a host of things dependant on your PC from Scrying to Praying.
Real Seasons and Weather
Real Time
Fishing
Actual Caravans to lead from city to city for gold
Teleporting
New Spells like Blink and Push
Very very unique Items
An intelligent sword that backtalk’s dependant on the area your in
A Robe of Time Stop that can do Time Stop when donned
A Gladiator Net
A Cloak of Levitation
Custom Summoning by domains, alignment, schools of Magic
True PnP Style Turn Undead (Heck control them if evil)
Dragon Riding
Horse and Ponies both for riding AND Pack Animals
Pack penguins (don’t ask I was drinking that day)
True Drinking Scripts complete with Dwarven Skills
Gambling from Black Jack to Roulette
Beautiful Designed Naturally Flowing Areas
6 Different ways to gain XP
Combat/Quest
Staff Given
Player Given
Exploration
Crafting
Timed
Basically like everything we have added we have tried for three things to guide us.
1/ Character Development.
2/ Fun and challenging…not just one or the other.
3/ The Player Base asked for it.
Players stay IC at all times (or mark OOC comments
((accordingly)))
We are a Heavy RP Server so you can often find players doing anything from Adventuring to attending a Magical lecture to the last big event we had was a Bard Play and Dance afterwards, lol.
Decent exploration to be had. A character can expect to
level without having to hit the same areas repeatedly.
There is 500 areas to explore with new areas added weekly PLUS even our players are welcome to submit ideas for quest and dungeons.
Levelling is generally fairly slow and where the intention
is for characters above level 10 to be fairly rare (or non-existent) (for
example, implementation of a soft cap for levelling (i.e. decreasing XP for
killing monsters if you exceed a certain level)).
We have been up with the current Server Vault for over a year and have 4 Epics of 30 plus players who spend about 12 hours online to even get that high daily. Our average player level is 4th to 10th and it stays pretty consistent there.
Where rules are clearly laid out and fairly stable (although
can be reviewed/amended after deliberation of course).
Some restrictions on certain infamous character builds to
avoid lots of monk/shifters etc.
Some restrictions on playing Evil and rarer/unusual
characters (e.g. applications).
See
Server Rules here.Full PvP enabled (i.e. not Party PvP). Some element of player consent required for PvP.
We use TWO systems to help make CvC a reality. We have Sub dual and another item called the CvC Widget.
Updated to the most recent versions of NWN & (if it has the CEP) at least
CEP 2.0.
2.3 Cep and 1.69
Where I can look forward to being able to explore the
majority of the server in time even if I don’t desperately seek out uber gear (i.e. where it is
not mandatory to buy expensive equipment that is essential for survival when
tackling mid-level dungeons (e.g. expensive silver or +1 weaponry. I have had
experience of hitting a brick wall because my character cannot hurt creatures
in mid-level dungeons).
We try our best to have Natural Flowing areas and make them doable by people who seek them out but while finding and exploring the dungeon are one thing completely surviving them is another.
Where crafting type activities (if present) are not
essential or central to your enjoyment of a server.
We have some very highly specialized crafters on are Server who sell their goods and do a variety of skills so while not essential it is desirable.
Only the main races are typically playable.
We do allow Sub Races though…so might not be for you but we are Strict on them and only a certain number of races and do this in a very unique way. I hope you read up on it on our forums under the FAQ Section.
Semi-permadeath after a certain level (i.e. can only be
raised by a Cleric)
Players can do this on their own plus after 30th level (if anyone ever gets there, lol) we have Soul Coins and dying then can and will be a semi perma death as well as for our Sub Races will have this system in place as well.
Significant XP is a possibility for characters that don’t
gain a lot of action/fighting XP (e.g. exploration XP or preferably decent
amounts of RP XP if appropriate).
We have Timed XP, Exploration, and even Player Given RP XP from other players!
The average dungeon crawl typically involves characters
walking and RPing.
Running is frowned upon on our server unless there is a rust monster or something big and hungry behind you.
A character’s level (and a player’s ability to level
rapidly) does not determine their notoriety or fame on a server.
We had a bard who real life snatched away from us but she never set foot in a dungeon and was quite popular for a long time and even joined/given a place at the Theater for her service to the city.
Where dungeon difficulty is aimed at providing a challenge
for average RP character builds, rather than aimed at challenging min-maxed
powerbuilds.
Scalable monster encounters to freshen up repeat
adventuring.
Systems in place XP and/or loot wise to encourage party
play. With partying across a range of 3-4 levels do-able without severe
reductions in XP.
Some of our dungeons will never be done without a team. Some without magic, some with fighters, some with rogues, some with just pure luck. All of our dungeons are different due to dead magic, wild magic, random traps, monsters….it is a very lifelike PnP feel to it.
And with a Party you even get a grouping bonus on XP.
Relatively low magic setting (both in terms of items and in
terms of use of uber spells). No items that blunt the class skills of certain
classes (e.g. a belt of unlocking +5 that can be used by any class)
One of the things we did our best on is making sure items were under a certain guideline.
Where the healing skill and PC cleric magic are valued and
worthwhile and are the main ways of healing other characters (i.e. not lots of
cheap potions or free healing (remove disease etc)) available from NPCs. I also
prefer if you can’t heal all your XP when resting in the wilderness (or where
there is an item that allows a heal check to influence how much you heal).
It aint cheap but we do not do the progressive heal kits though it has been discussed more than few times.
Where investment in all skills (including social skills) is
valued.
And often needed on our server.
Language implementation.
ATM we only have 87 languages. And signs are also made now in languages as well.
A means of telling other characters ability scores (e.g.
some kind of examine tool to gauge how intelligence, compelling and strong they
may be).
That could be a metagame nightmare though there are ways to examine a PC or “size†them up.
Easy and extensive customisation of character clothing.
See the CEP Tailors as well as Body Tailor as well for showing scars or hair growth.
A semblance of DM coverage, Euro-timezones.
With a huge flux of our QLs being teachers and such we are slower right now than usual on DM Coverage but higher on player count…sighs…we do have 2 Euro Time Zoned QLs though.
Between 5-10 players online at any one time is considered
ideal.
About our average though we get as high as 20 plus and as low as 2 at times but those are our averages.
Modifié par TSMDude, 20 août 2010 - 11:58 .