Argentum Regio is built and billed as a RP-encouraged server. RP enhances the experience (literally gaining XP by RP, but this is not the ONLY way to gain XP on Argentum Regio - read on for more.
1. Generally action focused. We're fine with some RP but we want the focus of the world to generally being adventuring, exploring, and defeating formidable opponents (preferably in groups).The server offers a good deal of action in addition to many RP opportunities, the PLAYER is free to take advantage of any that appeal to them. We ask that like-minded PLAYERS band together as PARTIES, and all PCs should RP at least nominally if (for example) a DM'd event rolls through an Area where your PC is (as DMs frown on OOC interruptions to events). PCs gain XP by exploring new Areas, and by many other IC actions (such as mages collecting books, rogues fencing loot, etc.), all of this in addition to combat XP. We like to think that these features encourage adventuring and exploration. While soloing is possible for a PC played VERY smartly, PARTY adventuring is best.
The most easy-accessed ACTION oriented zones would include the Troll Lair (these regen exactly like in D&D), the Lizardman Lair, and the Giant Ant Colonies, though there are many places to have a good dust-up fight.
2. Level cap of at least 20. We're fine with a level 20 world, level 80 world, or anything between. We do want an "end-point" to the leveling so it is easier to find other characters to do max level content.Level max is 40 here.
3. We want max level content, not "hit max level and start a new character."While there are high level adventures to be had with or without DMs, it
should be emphasized that this is a work in progress and we are still
rolling out new content every week.
4. Leveling should not be incredibly slow - we don't mind potentially a few hours per level on average, but we don't want to spend 20 hours trying to get from level 3 to 4.YMMV and leveling progress is a subjective judgement but I think our server might be to your liking here - upper levels take more than a few hours for sure, but lower ones can be had reasonably fast if you go adventuring.
5. Dying should not have severe penalties. We're fine with a penalty but not to the point where we're afraid to explore. Losing items permanently (or for long enough to make progress extremely difficult/impossible due to not being able to replace the items) or hours worth of experience is not acceptable.Join now and have a bit of a look around. We are in late BETA TEST and during beta, we are awarding PCs a full set of 'life tokens' with each reset - this is a reward to our PLAYTESTERS and a compensation for any 'ugly beta deaths' (these are rare btw). POST BETA there will NOT be a vault wipe, so you'll be able to carry these extra tokens forward, and they can even be traded in game (so they will be worth vast loot post beta test).
Post beta test, we will continue to have death 'nerfed' for PCs up to level 6.
Beyond level 5, PC death costs one or more 'life tokens' (depending on how well your deity likes you), lack of such tokens results in perma-death. Life tokens can be earned in game (rarely) by exceptional RP or by completing 'Temple Quests' (epics mostly).
6. We should not ever feel like we might as well AFK during a fight. A mage being more effective versus a particular enemy than a fighter is fine and vice versa. The mage going AFK because none of his spells can scratch the enemy (or the fighter going AFK because his attacks can't scratch the enemy) is not enjoyable.Our server offers a great deal of options not found elsewhere. I hope you will never feel you should AFK in combat - if you are up against something you cannot defeat you can flee (you are not required to kill your spawns here, our scripts clean up behind you). This allows many options - and if a creature is somehow 'invincable' it may be some indication that a PC should try some non-combat method rather than 'toe-to-toe' an opponent. I can't guarantee you will never encounter a thing you cannot defeat, but we do offer options as an alternative to such encounters including flee (smokebombs and caltrops are FUN!).
7. There should be some direction. We'd prefer quests to experience the world or at least some directions to level relevant zones.The clues to advenure are generally found by conversing with NPCs, some of the rumors are true - sort them out and you'll find many adventures here (1337+ areas). Some clues can be found in books, some just by common sense and observing the environment (sensory input, tracking, wilderness sense, etc.). Not all adventure locations are obvious, you MUST do some sleuthing here to find some things, but you can just 'stumble into adventure' too (I encourage exploration). Even if a DM is not online, this can be good, as some Areas have spawns that only trigger if no DM is on.
8. Fights should not solely be about stacking a particular damage immunity/resistance. Fire immunity/resistance helping versus a red dragon is fine. Pretty much instantly dying if you don't have sufficient resistance/immunity is not, especially if there's no clear way to obtain the items needed.We try to offer good fights, we observe results and modify things as we go. Come help us fine-tune some of our encounters, there's enough fight for everyone.
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9. There should not be incredible difficulty spikes. We should not be adventuring and slaughtering orcs with 5 AB and 10 HP and then get slaughtered by the orc chief with 25 AB and 200 HP. Challenge is fine, we like challenge. But that's not challenge.Agreed and we try to avoid such things, but this is a 'no rails' server, so you CAN get in over your PC's ability to cope, hence we do allow fleeing and other alternative means of dealing with opponents/encounters. Join in and help us fine-tune the encounters.
10. As said earlier, rule changes are fine (even preferred) - but we do want documentation on exactly how things were changed.This is a very PNP D&D style server. We obviously have rule changes for that reason. We offer a PLAYER GUIDE pdf file (version 1.0 due for review and refinement)
social.bioware.com/project/3271/#files found as a link in our PROJECT page on this site.
social.bioware.com/project/3271/#detailsWe also have a solid web site found at
playnwn.coman active forum at
aldohral.forumotion.comand an on-going wiki effort (thanks to dedicated PLAYERS)
argentumregio.wikia.com/wiki/Main_PageIn addition to all this online material, your PC has an item at start that is essentially the whole tutorial area as a 'conversation' - so you can refresh your memory on any detail of how to play just by consulting this in game guide. The Tutorial Areas are a must see, demonstrating things like fly, swim, climb, jump, hidden trail use, window use, Wild/Dead Magic and more.
We encourage RP here in many ways but do not boot PLAYERS for lack of it generally - we understand that all PLAYERS start somewhere. We welcome new PLAYERS and just ask like minded PLAYERS to PARTY up. We ask all to respect DM'd events in progress with nominal RP while in their perview.
That all said - contact me for a tour of the tutorial area and I'll slip you some free smokebombs (craftable item btw).
Hope to see you online.
Be well. Game on.
GM_ODA