(WARNING: I am not a modder and haven't touched the toolset for anything except for utilities such as soundset editing and so on. I have also become really busy with work, so don't expect a lot of (or any) help from me on content creation!)
The purpose: To provide a set of modules that a player can enjoy with any character they have in their roster, in order to bridge the gaps between modules with different level requirements, but at the same time can also provide a full 1-20 campaign.
The basic idea: 20 modules, one level's worth of experience gained for completing each one. Each one should be stand-alone with a "jump in anytime" kind of feel, but at the same time sharing a common premise and setting to allow some feeling of continuity for those going 1-20.
More details.
-The length of each module should coincide with the experience curve... So short, five-ten minute modules for the very early levels, going up to two-hour modules as you approach Epic.
-Loot should be conservative. Since one of the main points is to use this campaign as a way to connect other campaigns with the player character, it would be a failure of design if the player has to intentionally stop using some items because the new campaign the player starts is not properly balanced for high-end equips.
-A variety of different module types should be available. I would say to start with, a pattern that appeals to different playstyles evenly (minus epic-sized storyline lovers due to inherent constraints) would be good. Something like:
lv1: Non-combat, straightforward
lv2: Combat-oriented, straightforward
lv3: non-combat, has a plot twist
lv4: Combat-oriented, has a plot twist
lv5: Non-combat, straightforward... etc
-ANYBODY can join, if people are interested we can discuss the guidelines and hammer out a solid list that others can follow. From there, anywhere from one mod to ten mods would be welcome so long as they follow the guidelines.
-Two people can do the same level slot, though I would prefer we get the whole 1-20 range covered before doubling up. With enough doubling up, this can provide more choices for how the player wants to play their character, by choosing more hack'n'slash mods over non-combat mods.
-Place and theme should be as generic as possible to mitigate continuity issues with other mods. I was thinking something along the lines of the main character being an adventurer/mercenary operating around the sword coast. Yeah haven't heard that one before:innocent:
-Party or single character? Both have their ups and downs, but it would have to be consistent throughout the entire list as requiring the player to suddenly make three more characters that won't be used again is kind of inconvenient. Thoughts?
-I would REALLY like support for Kaedrin's PrC pack, since the campaign is focused around building your character through a series of mods. But honestly, I'm just being selfish with this request
So who would be interested in this, either soon or in the distant future as something to wind down with after completing your pet project? I hope that, since I designed it as a real low-commitment, ad-hoc campaign project, it would also be relatively low-maintenance and pretty much give the modders the freedom to jump in or out without upsetting the entire progression. It probably doesn't even need a hub module, and could operate just fine with 20+ loose modules (unless there's some efficiency to gain by packaging them together). If you're interested, feel free to give your opinions on the guidelines too! I don't modders to have to retroactively change their mods later, so before any real talk on going through with the project continues, we should have a generally agreed-upon set of guidelines.





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