Quick Module concepts
#26
Posté 23 avril 2011 - 04:59
This is for quick ideas that make the author able to get in and get out in a few weeks.
#27
Posté 23 avril 2011 - 05:01
#28
Posté 23 avril 2011 - 10:12
Hopefully, if a lot of players are happily grinding away playing the overland map, then they'll download the mini-modules by the dozen, just to give their current character lots of things to do as they wander about the map. Because the players don't have to commit to actually playing through a big module, then I think they'll be willing to take a chance on shorter, less polished work.
The modules wouldn't have to be proper quests, either, maybe just a tavern with colorful locals, one of which wants to join you as a companion, a chance meeting on the road, or just a scenic detour.
#29
Posté 24 avril 2011 - 12:15
Modifié par Eguintir Eligard, 24 avril 2011 - 12:16 .
#30
Posté 26 avril 2011 - 07:30
#31
Posté 26 avril 2011 - 09:49
#32
Posté 27 avril 2011 - 12:54
#33
Posté 27 avril 2011 - 12:58
#34
Posté 27 avril 2011 - 02:04
Modifié par Eguintir Eligard, 27 avril 2011 - 02:04 .
#35
Posté 27 avril 2011 - 04:55
#36
Posté 27 avril 2011 - 05:34
#37
Posté 27 avril 2011 - 07:04
Consider this a soft warning about such a contest on the horizon. Even if I am the sole participant, I will run it. Im thinking starting mid may before the weather gets too nice and I dont want anything to do with the comp.
Modifié par Eguintir Eligard, 27 avril 2011 - 07:05 .
#38
Posté 27 avril 2011 - 10:36
The Fred wrote...
Hmm, I thought about a portable store, but there still really needs to be a place for a "normal" merchant, or access is too easy.
A solution along these lines is to use the concept of an interdimensional magic marketplace in a pocket universe. The owners of the pocket create rings for easy access, which they then distribute freely to adventurers, high-level mages, and so forth. To keep out the riff-raff, access could require some sort of minimum sacrifice, such as a gem stone. The ring could also be rigged to only go off in safe places to rest, perhaps because that will avoid monsters sneaking through the portal. Prices, of course, will be higher than in a town because of the steady demand...
Modifié par rjshae, 27 avril 2011 - 10:36 .
#39
Posté 27 avril 2011 - 11:56
#40
Posté 02 mai 2011 - 02:38
Challenge authors to get as creative as they want with story/background/whatever just as long as the module uses only the selected prefab. Talk about a short leash...I'd love to see what could come out of such a contest.
#41
Posté 02 mai 2011 - 08:48
#42
Posté 02 mai 2011 - 11:18
Shaughn78 wrote...
A single prefab is choosen and builders can do some minor changes, lighting, a few placeables and whatnot, but the area as a whole should be very similiar. Then each builder makes a story for that area. Some type of reason why the player can't leave the area and why it keeps changing will be needed, prehaps they entered a faulty portal or have been cursed with a Groundhog Day effect. This would be similiar to EE's R.A.D. campaign, with each visit to the area being very different and possibly quite outlandish. I think it would be interesting to see how the different builders create a story using the same area with total freedom.
MokahTGS wrote...
Another idea that would be fun, taking a page from improv theater, would be to take ONE prefab and have authors use it to make an adventure. One area...many translations of what happens there. Call it the "eye of the beholder" builder contest and you have some fun.
Challenge authors to get as creative as they want with story/background/whatever just as long as the module uses only the selected prefab. Talk about a short leash...I'd love to see what could come out of such a contest.
I think the single area would be a very fun idea and I would enjoy seeing what others would do in the same area.
#43
Posté 02 mai 2011 - 01:34
So, a trainer with proper spawn control would be appreciated.
Modifié par nicethugbert, 02 mai 2011 - 01:42 .
#44
Posté 18 mai 2011 - 09:02
#45
Posté 20 mai 2011 - 09:38
#46
Posté 20 mai 2011 - 10:49
Actually it's not that exciting, just the idea of having mini-modules linked together in the way you suggested with a hook-filled OM got me thinking and I reckon you could actually do some pretty neat things.
#47
Posté 20 mai 2011 - 11:22
At the least, couldn't you write a script that one could run using the console to spawn new useable placeables on the overland map that link to new user-created areas/modules.
If we put it into the main game, then maybe it will act as a gateway drug, enticing new players to delve more into the user-made content.
#48
Posté 20 mai 2011 - 11:38
#49
Posté 21 mai 2011 - 12:53
#50
Posté 21 mai 2011 - 01:15
link:
http://nwvault.ign.c...h.Detail&id=406





Retour en haut







