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Post by Zealote on Jan 27, 2009 22:16:43 GMT -5
There are some really good resources on Daggerford, which isnt THAT far north really (lol).. it isnt huge, has some good lore-based groups and such.. and would be a good contrast in culture to Amn. And boat rides all over the place.. the Pirate Isles arent that far off... Hah! You've been reading Ujio's Tale!
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Post by DM mdwagner on Jan 27, 2009 22:38:28 GMT -5
Daggerford, followed by Waterdeep + Undermountain
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Post by Zealote on Jan 27, 2009 23:54:45 GMT -5
I personaly think all those areas are awesome, and I would be thrilled to see them added. But first, I would like to see more of the Cloakwood, more of the Sharp Teeth, High Hedge, Friewine Bridge, Unlcaster Dungeon and maybe some caves down the valley with the wyverns. I remember a couple of caves there with nasty undeads. But the thing I would love the most, is the expansion of the areas to the East and West, making the areas we have more complete, making Beregost like the center town that it is. We do have a long range going from BG to the Cloudpeaks, but to add new areas in between makes the PW richer and people can meet more travelers on the road. When the Friendly Arm Inn is available, it will join Beregost as the rally point for adventures and quests. When you expand an area in all directions, such as Beregost is in the Original BG Series, it becomes the true center to meet adventurers and make new friends, because people will eventually pass by it, coming from everywhere, to get some ale and rest. That would be awesome.
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Post by broham2 on Jan 28, 2009 0:06:21 GMT -5
I think more transits from area to area would be nice.. making it less linear. For example, from the cloakwood a transit south to the Northwest corner of the Ogre area.. from the Sharpteeth an exit south into an area further east than the gobbos.. To make it less like:
x x xxx x x
And more like
x x xxx xxx xxx x x
Make sense? Lol.
Ok, so the x's didnt space like i wanted them too.. but i think you'll get the point. This will make it easier to slip in and out of areas without the 'bottleneck' effect being so evident at busy transits.
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Post by DM williamfredrickson on Jan 28, 2009 0:16:41 GMT -5
Makes perfect sense, even without the little X's. I think it's a great idea. It would make travelling to a new area much easier, and make it make much more sense. I mean, who for instance, would always enter the Cloakwood at the same place, eh? It would be neat if it had a transistion from the ogres...
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Post by Zealote on Jan 28, 2009 0:17:12 GMT -5
You mean like the original BG Game map. Kinda like what I suggested. Like Beregost could be reached from the South, West, North and East. Or make a transition from the Cloakwoods to the Lion's Way, or make the Woods of Sharp Teeth continue South, changing the area layout untill it reaches the wasteland looking areas of the Ulcaster Ruins, or the Firewine Bridge. Exacly how I feel.
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Post by DM Sir Carnifex on Jan 28, 2009 0:20:24 GMT -5
I know what you mean. Perhaps I can space it for you better: Frmlnds | V Cst Way | V Cloakwood <----> FAI <----> WdShpTeeth | V West Lion's Way <--> Lion's Way <--> SouthWdShpTeeth | V Coastline <-> TradeWay <-> (blank area) | V HighHedge <-> Beregost <-> (blank area) | V UlcasterRd | V Nashkel That work? I couldn't get "transition" arrow for the side ones that line on top of each other, but I think that's what you mean, right? ;D
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Post by whenwizardswar on Jan 28, 2009 0:23:12 GMT -5
For the one who posted about undead being vulnerable to critical hits.
The good book states that a critical hit is only strikeing someone in a vital organ such as the heart, liver, kidneys, brain and so forth.
Thus undead dont have these, and the ones that do have them, dont have working ones thus it wont cause them any terribly excrutating pain.
And I heard someone say they want a dungeon thats inside Ujios Pants, and while this is an interesting idea I dont think we have crabs for monsters and a small, dark and empty dungeon has no appeal to the particularly bold or adventerous.
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Post by Zealote on Jan 28, 2009 0:42:30 GMT -5
And I heard someone say they want a dungeon thats inside Ujios Pants, and while this is an interesting idea I dont think we have crabs for monsters and a small, dark and empty dungeon has no appeal to the particularly bold or adventerous. Careful now, you might find the sea monster you're looking for. BTW, who said that nasty thing? I sure hope it wasnt the little Wizard you carry on your left shoulder. ;D And SirC, thats it, but hopefully, we will have the areas now marked as blank in your post, to make the road less linear, so people can go in one way and come out another way.
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Post by broham2 on Jan 28, 2009 9:55:29 GMT -5
Exactly. Thanks, lol.
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Post by adzling on Jan 29, 2009 10:55:52 GMT -5
The UD really needs some love (yar the devs are working on it) especially scripted quests as there are currently none.
Here are my area suggestions in order of importance:
Darkwoods area of Sshamath- a large cavern connected to southern sshamath that has a multi-racial ghetto ruled by the various inhabitants where anything goes (the area is not policed like the rest of Sshamath). Locations within the Darkwoods: 1). The temple to Vhaeraun is located here as well (see the "welcome to sshamath thread"). If you have "Vhaeraun" as your deity you can get a widget from an NPC at the entrance that affords you access to the private areas of the temple/church. 2). A pit-fighting ring/ tavern where players can go to challenge one another or a spawned monster and bet on the outcome. 3). A shrine to the Svirf god. 4). A shrine to the Duergar god.
Build out more interiors of schools of magic in Sshamath- Put in buildings w/ interiors for the various wizards schools of magic. Players focussed in the requisite school of magic can join these schools by talking to an NPC. Once they have joined they get a widget that affords them entry into the "members only" area of the school. Once they achieve a high enough level (for example lvl 10 caster) they get an enhanced widget that allows them to teleport back to their school of magic once per day (or rest period or whatever).
Build out interiors of quellars in Sshamath- Allocate quellars to the player-run ones that are being developed (I think there are three now) and give "keys" to the members so that only they can get into their house. These interiors could be developed by the individual house members for inclusion by the devs to take some of the workload off of them.
Build out the morgue in Sshamath- This could be a great place for necromancers and worshippers of Kieransalee.
That's all for now, most of my concepts focus on enhancing areas that reinforce the lore and hence RP of the city and provide opportunities for scripted NPC adventures and player-based guilds as opposed to endless grinding tunnels.
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Post by DM bolverkin on Jan 29, 2009 13:36:15 GMT -5
Build out more interiors of schools of magic in Sshamath- Put in buildings w/ interiors for the various wizards schools of magic. Build out interiors of quellars in Sshamath- Allocate quellars to the player-run ones that are being developed (I think there are three now) and give "keys" to the members so that only they can get into their house. These interiors could be developed by the individual house members for inclusion by the devs to take some of the workload off of them. Build out the morgue in Sshamath- This could be a great place for necromancers and worshippers of Kieransalee. I don't think we need to go that far soon, as we see in BG itself the interiors are not used that much and quests would be a greater priority. In my opinion, there is no real need to build player run quellar houses. Not untill there are three descent ones (with more then just a handful of players) And perhaps just restrict it to three anyways. Give a player a choice between three houses or to be non-aligned or something. The school of mages is a place that I frequently visit... and usually it's empty. If players find that they need to have a seperate school, like the ancient arcane I think it should be viewed as a sorority or something within the school of mages. There are just not enough drow players to support anything larger But maybe its just me.
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Post by adzling on Jan 29, 2009 14:01:17 GMT -5
well all those points make sense bolv.
the quellars that do get in should be few in number (2 or 3 tops).
the schools of magic should be in IMHO as they form the basis of power in sshamath. that means 8-10 schools dependent upon which version of lore we're reading today. they don't have to be large, complicated places. just a small-ish place with a handful of rooms that initiates can go to plot in private rather than standing in the street.
it would be nice if they each had their own shop selling items related to their speciality that only initiates of the school has access to.
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