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#326
Dann-J

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Here are some images from Dragon magazine #359, "Ecology of the Tarrasque" (who doesn't love file sharing sites?):

Image IPB
Image IPB

These seem to show a reasonably upright stance, so you might get away with a pit fiend body. The official dimensions of the creature (70 feet long, 50 feet high) also suggest a fairly tall aspect ratio, rather than a low-slung biped with a more horizontal back.

A new head to replace the balor, and a cloak/wing carapace, might just put you in the Tarrasque ballpark. After all, who really knows what it looks like? It's not like many people who see it live to tell about it (not up close, anyway).

The blue dragon has a second 'extra' model (...Extra02.mdb) for a line of armour plates along its back. Perhaps it could serve as the basis for a cloak/wing carapace?

Dragon mag #359 also has a set of stats for a CR30 'Advanced Tarrasque'. I can post a summary if anyone is interested.

Modifié par DannJ, 05 septembre 2011 - 01:39 .


#327
Eguintir Eligard

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That one does not have a shell it appears. Also it looks nothing at all like the demon. It looks like a standing up stegosaurus.

#328
Shaun the Crazy One

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M. Rieder wrote...

What format do you want for the spreadsheet?  Does it need to be excel or will an open office document work as well? 

PJ and I have journal entries in our mod and based on the comments here I think only Eguintir is thinking of foregoing a journal.  I played Islander and it was a very good campaign, so I trust that Eguintir knows what he is doing. 


The intro will be it's own mod no need for you, PJ, or myself to worry about campaign journal entries.

#329
Eguintir Eligard

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Being its own module has nothing to do with whether or not you participate in the journal. if you have journal entries they must be in campaign format to work.

#330
Ugly_Duck

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I'd like to help build some areas for this, if you guys wish me to. But, the area building is just about all i have some experiance in; i still don't know how to make/impliment quests.

Send me a message if you've got something you would like me to do.

#331
Eguintir Eligard

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Don't really need quests. A small area with a combat would work, I'm thinking something like a small clearing with 2 or 3 group fights with a break in between. Looks like we could really use that for level 6, I'm thinking some highway men bandits. Badly need that for level 5 and 6 so if it gave close to half a level of exp it would be great.

#332
The Fred

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You could always just make an area, then I'm sure someone would be able to lay down a few encounters if you were dead set about that. Like EE says, something simple is fine, though. We have a few gaps in the level progression around 4-6 or so and one or two spots at higher levels I think.

#333
rjshae

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A random encounter scenario...

The party is journeying along a little traveled road when they come to a bridge across a deep stream. Next to the bridge is a small country house. As they approach, a man steps forth armed with a crossbow. He stops the party and demands that they pay the toll for crossing "his" bridge. If they agree, he uses the opportunity to judge their wealth. If they disagree, he runs back inside the house and bolts the door.

As the party ride onward and turn a corner, they hear several horn blasts coming from behind. Should they ride back, the man will be inside with the door barred.

The blast is to warn highway robbers down the road about what they face. These rogues have prepared a couple of ambushes, depending on the type of victim. The party reaches a point along the road where there is a shallow, dark channel running across the top. In the case of the party, a man runs out of the bush just ahead of them holding a torch and ignites a newly laid line of oil. From behind, a single, well-armed robber steps out and demands all of their goods. On the other side of the burning oil are several crossbowmen. (Area effect causes fire damage when trying to cross.)

Should the party pay the amount, they are allowed to go forward. Otherwise, more of the thieves rush out of the brush and attack from all sides with crossbowfire and spears. The thieves have planted several other well-hidden traps, which will hurt any party members rushing to the attack. (Activate traps at the start of combat.)

The party may want to go back to the toll building now and investigate further. When they arrive, they find a wagon in the middle of the bridge being held ransom for the crossing. The party may attack the toll keeper at this point for complicity with the robbers, but if they do then they will be fired upon from inside the house. (Some sort of placed effect here.) They can break into the house and deal with the toll keeper's family, including three athletic teen boys and his wife, plus a young daughter. They will quickly surrender, once one of them goes down. The house contains a stash from all the toll charges, plus a cut of the robber's proceeds.

Shrug.

Modifié par rjshae, 06 septembre 2011 - 07:28 .


#334
kamal_

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My evil party would just set the guys house on fire.

#335
Dorateen

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Our good party would also set the guy's house on fire.

Harumph!

#336
Shaughn78

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I've been kicking around an idea that involves the party finding a dimensional door that shrinks them and transport them into a bag of holding. The party must find a way to return to their former location and size. If they walk out of the bag's opening they find the giant skeletal remains of the bag's last owner and are attacked by giant (normal sized) insects and spiders. This would use a random infinite spawn system, so as long as the party is outside the bag they will be prey. The quest will really happen within the bag. It will also offer a chance to tease the player with some truly powerful items stored within the bag, but since the party will be miniature the artifacts of power will be too large for the player to obtain or use. Maybe they could get a corner of a powerful scroll or a shard from a gem of power at the end though.

#337
nicethugbert

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NEAT! Part of the fun of getting items is examining them and seeing all the wonder stats. This time they get plenty to examine but can't use them.

#338
rjshae

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Dorateen wrote...

Our good party would also set the guy's house on fire.

Harumph!


That could be included as an option, although the party should then hear the screaming of a little girl inside the burning building... :innocent:

Modifié par rjshae, 06 septembre 2011 - 10:34 .


#339
kevL

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have her jump out the window and run away just as things get goin ...

she's raised by bears & vows Revenge

#340
Eguintir Eligard

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and the tarrasque eats them all in 1 gulp including any rocks, trees, dirt and any other debris in between

#341
mungbean

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Independent minor bosses aren't an uncommon occurance and you can afford to have plenty, use them to help define map regions. This is good for superfluous sidequests Players can explore beyond the scope of a linear adventure, gives interactive world immersion.

Try not to be two dimensional with your sidequests, these are really subplots and can be used to move the adventure along as well as providing world depth.

Have it so that game xp translates to player information about the quest. Those doing sidequests and hunting xp get more clues to make problem solving easier, those rushing through hack and slash will find later tasking much more challenging.

Let's say the main quest involves saving a kingdom, then should involve some moral like all kingdoms are built on the backs of their people, then try to have some big xp bonuses for quest accomplishments you have to meander a bit to run into, proving the moral.
That way your main quest subject line isn't falsified by the very adventure it is the plot of, happens surprisingly often.

Elemental balance and plot/subplot correlation throughout the virtual environment are good pointers here, softly walking delivery with a big stick of story development.

Oh avoid emotional plot catalysts and character motivations, give the reasons someone would feel such a way, Their family was murdered? Show a cutscene, put the player into character rather than delivering it all by conversation balloons. With a full virtual environment you can play movie director with an unlimited budget, just time.

Modifié par mungbean, 07 septembre 2011 - 07:38 .


#342
The Fred

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The description of the Bag of Holding says one guy founded a utopian society in his. Why not?

Shaughn78 wrote...
It will also offer a chance to tease the player with some truly powerful items stored within the bag, but since the party will be miniature the artifacts of power will be too large for the player to obtain or use.

Climbing over giant magic wands and swords would be pretty funny. Maybe they could meet an old woman living in a pair of Boots of Speed?
Image IPB

#343
nicethugbert

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It would be interesting to see a matrix of bosses that scale with the PC. The PC could start his adventuring life against any boss he wishes, or randomly. As he eliminates bosses or their forces, the remaining bosses fill in the power void. So, the power structures in the story are not fixed, but dynamically dependent on the PC's choices on which order to target the bosses. The power of a boss' forces would wane as the PC hunts that boss down or thwarts the bosses ambushes/assaults. This waning power for the targeted boss would be a power increase for the remaining bosses or their forces. If the PC targets more than one boss at a time, it could get interesting.

Modifié par nicethugbert, 07 septembre 2011 - 02:22 .


#344
nicethugbert

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The Fred wrote...

The description of the Bag of Holding says one guy founded a utopian society in his. Why not?

Shaughn78 wrote...
It will also offer a chance to tease the player with some truly powerful items stored within the bag, but since the party will be miniature the artifacts of power will be too large for the player to obtain or use.

Climbing over giant magic wands and swords would be pretty funny. Maybe they could meet an old woman living in a pair of Boots of Speed?
Image IPB


LOL, area haste effect.

#345
kamal_

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nicethugbert wrote...

It would be interesting to see a matrix of bosses that scale with the PC. The PC could start his adventuring life against any boss he wishes, or randomly. As he eliminates bosses or their forces, the remaining bosses fill in the power void. So, the power structures in the story are not fixed, but dynamically dependent on the PC's choices on which order to target the bosses. The power of a boss' forces would wane as the PC hunts that boss down or thwarts the bosses ambushes/assaults. This waning power for the targeted boss would be a power increase for the remaining bosses or their forces. If the PC targets more than one boss at a time, it could get interesting.

It's been done outside of nwn2. I played an indie game that did it. It requires mucho planning and is not feasible in the timeframe the community project is doing. Also, it's less fun than it sounds, as the bosses lose their uniqueness. Finally, players generally don't kite different bosses' groups, but work their way through them one at a time.

#346
rjshae

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The Fred wrote...

The description of the Bag of Holding says one guy founded a utopian society in his. Why not?

Shaughn78 wrote...
It will also offer a chance to tease the player with some truly powerful items stored within the bag, but since the party will be miniature the artifacts of power will be too large for the player to obtain or use.

Climbing over giant magic wands and swords would be pretty funny. Maybe they could meet an old woman living in a pair of Boots of Speed?
Image IPB


Magically animated hairballs hunt down and entangle wandering creatures, sending them into hacking fits. These are followed around by ticks that suck on the blood of the victims....
:blink:

#347
rjshae

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kevL wrote...

have her jump out the window and run away just as things get goin ...

she's raised by bears & vows Revenge


I was picturing something like the fire causes most of the family to rush out; the men to fight and the wife to plead for help. Once the men surrender, if the party chooses to enter the house it will be a blazing mess with the child trapped in a far corner. Alternatively, the family can be forced to start a bucket brigade and try to douse the fire before the house is burnt to the ground. The merchants at the bridge can offer to help, and will spread the good word about the party's actions. They may even offer a reward for their bravery.

Just an opportunity to role play a little. Shrug.

#348
nicethugbert

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The haste boot could have a coffee shop on the first floor and a coffee plant out back with outdoor seating underneath the coffee plant.

#349
nicethugbert

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kamal_ wrote...

nicethugbert wrote...

It would be interesting to see a matrix of bosses that scale with the PC. The PC could start his adventuring life against any boss he wishes, or randomly. As he eliminates bosses or their forces, the remaining bosses fill in the power void. So, the power structures in the story are not fixed, but dynamically dependent on the PC's choices on which order to target the bosses. The power of a boss' forces would wane as the PC hunts that boss down or thwarts the bosses ambushes/assaults. This waning power for the targeted boss would be a power increase for the remaining bosses or their forces. If the PC targets more than one boss at a time, it could get interesting.

It's been done outside of nwn2. I played an indie game that did it. It requires mucho planning and is not feasible in the timeframe the community project is doing. Also, it's less fun than it sounds, as the bosses lose their uniqueness. Finally, players generally don't kite different bosses' groups, but work their way through them one at a time.


Why would the bosses lose their uniqueness?  You can level up any monster uniquely.  There are lots of games where the opponets scale to the PC.

Modifié par nicethugbert, 08 septembre 2011 - 02:22 .


#350
Dann-J

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rjshae wrote...
I was picturing something like the fire causes most of the family to rush out; the men to fight and the wife to plead for help. Once the men surrender, if the party chooses to enter the house it will be a blazing mess with the child trapped in a far corner. Alternatively, the family can be forced to start a bucket brigade and try to douse the fire before the house is burnt to the ground. The merchants at the bridge can offer to help, and will spread the good word about the party's actions. They may even offer a reward for their bravery.

Just an opportunity to role play a little. Shrug.


There was a side quest in Dark Waters similar to that. The party finds a merchant building on fire, with someone outside saying there is a child trapped within. If you entered, there was generally enough time to either rescue the child or thoroughly loot the place (but not both), before the fire spread and you started taking too much damage.