Author Topic: Players building a legacy  (Read 745 times)

Legacy_jackkel dragon

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Players building a legacy
« Reply #15 on: December 12, 2011, 01:36:47 am »


               As long as you inform players ahead of time the benefits and pitfalls of each type of legacy (immortality, children, adoption, apprenticeship, etc.) it should work out well.

For instance, if you let players know that apprentices can't inherit a title from their master, then players that want their next character to inherit that title will avoid apprenticeship, while those who don't mind (or even like the idea) would take that option.
               
               

               
            

Legacy_HipMaestro

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Players building a legacy
« Reply #16 on: December 12, 2011, 02:09:07 am »


               

wyldhunt1 wrote...
That would be interesting. But keep in mind that grandpa was also a PC. Unless grandpa roleplayed out doing that, it didn't happen. It might be fun to allow oddball things like that though.
I

That's the whole point: Planning for future generations and the better the accommodation the less amount of familiar ground needs to be repeated for the next in line... which is the main annoyance of starting over (i.e. "Been there, done that. I get it.")

The vault or journal would provide a shortcut to starting over anew when the old guard passed on due to natural causes.  The framework would be there for a player to utilize if they wanted to take part and to help their progeny hit the ground running.  You can label the process "roieplay "if you like but it is simply taking advantage of a utility provided on the server to give the "continuation" process some meat.  It wouldn't be "oddball" if the utility was available for anybody to take advantage of.  It's a bit like placing something in escrow for another party to use.

It would also fit the apprentice framework since the forebearer could be sure that the neophyte was exposed to the most prudent training.

Unleash all vistas.  Allow them to define themselves rather then attempting to stuff ideas into a pre-conceived container. That is the key to the creative process, amigo.

wyldhunt1 wrote...
I'm not sure if I want any PC to be able to pass everything on to any new character though.

Why would it HAVE to be everything?  As admin, set up guidelines that allow some useful and thematic transfer of the master's properties and/or knowledge base and control it that way.  Everybody knows how to use a template, so make a few that seem reasonable, see how it evolves and make whatever tweeaks are needed. 
               
               

               


                     Modifié par HipMaestro, 12 décembre 2011 - 02:22 .
                     
                  


            

Legacy_wyldhunt1

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Players building a legacy
« Reply #17 on: December 14, 2011, 02:27:05 am »


               @jackkel dragon
Thanks for the vote of support. I agree that making sure the players understand the ins and outs will probably be the determining factor in them deciding if they like it. Nothing quite like some random and unexpected bit of code completely messing up your character for you to make you go play somewhere else.

@HipMaestro

HipMaestro wrote...

wyldhunt1 wrote...
That would be interesting. But keep in mind that grandpa was also a PC. Unless grandpa roleplayed out doing that, it didn't happen. It might be fun to allow oddball things like that though.
I

That's the whole point: Planning for future generations and the better the accommodation the less amount of familiar ground needs to be repeated for the next in line... which is the main annoyance of starting over (i.e. "Been there, done that. I get it.")

The vault or journal would provide a shortcut to starting over anew when the old guard passed on due to natural causes.  The framework would be there for a player to utilize if they wanted to take part and to help their progeny hit the ground running.  You can label the process "roieplay "if you like but it is simply taking advantage of a utility provided on the server to give the "continuation" process some meat.  It wouldn't be "oddball" if the utility was available for anybody to take advantage of.  It's a bit like placing something in escrow for another party to use.

It would also fit the apprentice framework since the forebearer could be sure that the neophyte was exposed to the most prudent training.

Unleash all vistas.  Allow them to define themselves rather then attempting to stuff ideas into a pre-conceived container. That is the key to the creative process, amigo.


I agree with all of your ideas. You're just coming at it from a slightly different direction (And not a bad direction).
If I understand you correctly, your idea is to set it up in such a way that the player can acquire items/prestige/etc from their previous character by completing certain In Game quests/tests/whatever with their new character.
I like the idea, and may incorporate it as an alternative to what I was already considering to see which the players prefer.
The reason I called it 'oddball' wasn't because I thought it was bad, just very different from the approach I'd been discussing. That is, you get your new character as a henchmen before you lose your old character and complete whatever In Game quests/tests/whatever with both of your characters present to build up the backstory and allow our reputation systems to adjust for any actions you take while you're doing it.

Both ideas are good. I may use both.

HipMaestro wrote...


wyldhunt1 wrote...
I'm not sure if I want any PC to be able to pass everything on to any new character though.

Why would it HAVE to be everything?  As admin, set up guidelines that allow some useful and thematic transfer of the master's properties and/or knowledge base and control it that way.  Everybody knows how to use a template, so make a few that seem reasonable, see how it evolves and make whatever tweeaks are needed. 


I meant everything in the list that I'd mentioned. I'm hoping to allow players to pass on items, land, housing, titles, and a portion of their parents reputation since people would be thinking "I knew his father. What a pain the a** he was...". The problem is that our systems are very dynamic and complex. The way everything references everything else, it would be very difficult for me to estimate certain changes to make to the db to account for any kind of a range of backstories. That's why I was going to let them play it out live with their old character (their new character as a henchmen). That way, all of our reputation systems and eco-systems and everything else that may be affected by their backstory will be changed. If they train their child how to fight by going out and killing goblins... That could make a lot of wide ranging changes. Make the goblins more hostile to whatever race(s) the players characters were, reduce the goblin population, which would reduce hunting in the local area, which would alter the local animal population and possibly cause a large change in the native habitat if they did it repeatedly.

We have a lot of very complex systems. If I use this new idea, I need to make sure that it's integrated in to our systems and not trying to kludge it. It would be too difficult to predict everything that could change from a generic template background.
               
               

               


                     Modifié par wyldhunt1, 14 décembre 2011 - 02:32 .
                     
                  


            

Legacy_SHOVA

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Players building a legacy
« Reply #18 on: December 14, 2011, 02:44:23 am »


               Love the idea.

A few thoughts:
There is a random PC stat generator, on the vault. Could be useful for children roll ups.
Because of aging, you can add omitted powers from ghosts, and other nasties, the Age attack.
As far as class/level/race limitations, sounds like a perfect match to AD&D 1st ed rules sets. If you need to have that rule set for reference, I can lend you my copies.
One thing that could be done is the bequeathing of items to the next generation, (that's giving your hoard to your kids to let them sort it out after your dead, a very noble and popular plan my wife and I are going with.) You could also add item deterioration, as well as advancement.
               
               

               
            

Legacy_wyldhunt1

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« Reply #19 on: December 14, 2011, 03:18:38 am »


               Yep. In fact, most of that is already implimented and running. Every NPC in Adelan is run through a random stat generator to make sure that no two trolls are the same. The Age attack is an excellent idea that I hadn't thought of. Not sure if that might be a bit much though, unless I have some way to undo it.
Convincing players that they can have fun trying out new characters is one thing.
Convincing players that their time with their character may be reduced because of a fight with a ghost is another thing. I forsee complaints on that one. As long as they have some way (Potentially difficult, but doable) to reverse the aging, I think it would fit well.
Items will be passed on the the children, along with everything else I've mentioned.
Thanks for the offer on the rulesets, but I think I have at least one copy of every TSR rulebook ever released back to the old box sets.....
               
               

               
            

Legacy_HipMaestro

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« Reply #20 on: December 14, 2011, 03:34:15 am »


               

wyldhunt1 wrote...
If I understand you correctly, your idea is to set it up in such a way that the player can acquire items/prestige/etc from their previous character by completing certain In Game quests/tests/whatever with their new character.

Now you're getting it. '<img'>

And if you are really imaginative and resourceful, you could figure out a way to "jumble the combination of the lock" somewhat to simulate the way information usually gets passed down from generation to generation.  It's not always crystal clear and may need some research and dedication on the part of the player to uncover the key.   Not exactly sure how this could be scripted but some randomness in the hunt would more accurately portray an actual inheritance situation.

Don't forget, the new-gen toon MUST try to roleplay being a new entity rather than just becoming the same bleedin' mind superimposed over a new model. For example, though the player may know where the vault is, they would still need to follow some route to open it.  I would try to force the new-gen toon to develop as independently from the forebearer as possible using only the hints that are related to the ancestral lore (or to the prevailing discipline, in the case of a guru/apprentice structure).

I am never intentionally obtuse.  It's the result of dubious genetics. '<img'>
               
               

               


                     Modifié par HipMaestro, 14 décembre 2011 - 03:37 .
                     
                  


            

Legacy_SHOVA

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« Reply #21 on: December 14, 2011, 03:39:58 am »


               There are of course work a rounds, potion of longevity for instance, (Mage Potion) or fountain of youth, limit 2 drinks per toon. Great RP event that could be. You could even add a monster that has gaze attack turn you into a child.
               
               

               
            

Legacy_wyldhunt1

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« Reply #22 on: December 14, 2011, 04:02:09 am »


               LOL @ the look on a players face when his epic fighter suddenly becomes a toddler that can't hold the weight of his sword any more...
<Evil thoughts>

And, yep. You and I have almost the exact same idea, HipMaestro. Only difference I see is that you prefer the work be done with the new character while I was planning to have the player do the work with their old character(and the new character as a henchman). I'll probably set up both and let the player decide which they prefer.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #23 on: December 14, 2011, 05:55:10 pm »


               <creaking...>

You might also consider new phenos... like "elderly" :-)

I'm planning to (when I get to learning phenos) create "Elderly" (based on the old man anims), "Badly wounded" and "Near Death" phenos (Sorry, but I want terribly hurt creatures to crawl, not jump around like Gozer the Destructor).

<...and cranky>
               
               

               
            

Legacy_wyldhunt1

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« Reply #24 on: December 14, 2011, 06:14:44 pm »


               I'll warn you now that players hate that.
I already tried that on Ariochus (Our old server).
It wasn't pheno based though. I just adjusted their speed as they became more wounded.
I applied it to both the PC's and NPC's.
There was something of a rebellion among the players. They said that it made it too hard to survive if your hp ever dropped too low. I agreed that it should be easy to die when you have a broken leg and your left arm is mangled... They didn't like it anyway.

On that note: I'm already having to re-do a huge chunk of our phenos to get horses working with PRC and the Alternate Combat Anims. I doubt I'm going to want to play with anims more than that. DmSelena, who does everything other than scripting for the world, is likely too busy to make the new anims anyway.
It sounded like a wonderful idea to me too.
That's where I learned to ask first before I start killing characters with my scripts. '<img'>
               
               

               
            

Legacy_Rolo Kipp

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Players building a legacy
« Reply #25 on: December 14, 2011, 06:35:02 pm »


               <bleeding..>

Good points, all of them :-P

Hmmm, too stubborn to let it go, though. I'll just have to think of some way to make it worth their while :-)

Thanks for the 'heads up'.
Edit: I've a lot of experience running PnP, but translating that into this medium has not a few pitfalls :-)
I appreciate every bit of advice I glean.

<...from a thousand cuts>
               
               

               


                     Modifié par Rolo Kipp, 14 décembre 2011 - 06:54 .