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The Perfect Server

Alright. The server is in the process of being designed and inquiring minds want to know:

What is it that keeps you logged onto a server? What aspects of other servers have you enjoyed? What would your perfect server look like? What types of plots would take place on it? How would PC and DM interaction look?

Interpret these questions freely, and liberally add any others that might pop into your head. Now is the time!

-Musachi

Okay, there are many things that keep and have kept me on servers in the past.

First, the playerbase factors in significantly. Obviously one where the OOC conversation is kind and well thought out rather than people sending you tells about how their character is "going to get you". In my opinion, OOC conversation should be friendly or non-existant though. It's always fun when you can laugh and joke at the end of the day with someone who just finished the climactic moment of a month long plan to bring about your character's downfall.

Second, I've always enjoyed stumbling upon roleplay, it's great when things are going on all over the place because it lends a sense of believability to the world. Stuff like: walking out of an Inn and seeing a couple of people arguing over their beliefs, wandering the darker regions and coming upon a thieves guild organizing their latest raid... stuff like that. Generally if your presence is noticed, it can lead to interesting things too.

Third, the ability to succeed is important. If you start a character and approach a group with a plan to join them and they respond by sending you to the Fugue, it's not very enjoyable. On the same note, having bad balance is troublesome too. Stuff like a quest that caps at level 3 having level 5+ encounters all over the place on it that wipe a party out without much trouble. It's hard to get balance right sometimes but they kinda try to emphasize in PnP that more monsters of lower levels is a better encounter than one or two high level behemoths. The only low level encounter that has ever really struck me as terribly unbalanced in NWN is the kobold group who fires d8 bolts that do constitution damage.

I'll probably think up more things to say later, but for now this sums up pretty well the basics of what I like and dislike on servers.

A DM team that is devoted to making the server an entertaining place in the player's vision, and a welcoming environment where players aren't worried to ask a question in fear that they might receive a sarcastic or non-helpful response.

As far as plots and quests, I personally enjoy quests that are more heavy on Roleplay than fighting, though fighting is certainly fun as well. An ideal quest for me would likely involve the skills of every character/player in the party (IE: The Fighters deal with the combat, the thieves remove traps, the priests use their wisdom and healing, the wizards use their intelligence to figure out a puzzle, the bards negotiate/inspire.)

Something I never really liked was the feeling of exclusion on other servers, for example, all your friends are pulled off with a DM and you're left alone. I think my ideal server would always have something to do so this feeling wouldn't get the player down so much.

An ideal plot for me would be something the player looks forward to, not something they're afraid to engage whether it be because it's simply a boring theme, the DM tends to slaughter the party during their quests, or the party will waste all their resources and 10 hours of their day and in return they get nothing.

And obviously, since the DMs aren't purely here for the player's entertainment, an alternative means of entertainment would be offered in my ideal server. (IE: Scripted Quests, Roleplaying).

I'm pretty much looking forward to this, because I know all the DMs, and I think you're all capable of making a great server.

I want to see more DM interaction on less epic things. For example, a bard researching information to present a play, wants to chat up oghmanites or whatever. That would be rewarding.

I would stay on longer if, simply put, there was more to *do*, or interact with. Giving plot hooks in commoner discussions that would lead to more NPC scripted interaction to tell the player "hey! this is going on and if you go talk to this npc or that npc you can learn more"

it gives more reasons to strike up conversations with npc's, which doesnt always have to lead to straightforward plot hooks. Hell, some might turn hostile, or so on and so forth.

Also, I know the server has lots of neat areas to discover, but since the city is more of a "safe haven" for escapees and so on, make it centralized so that players are easier to find. Perhaps not vary spawn points so greatly. I know when this finally goes live it will take a while to get perpetual double digit PC's logged in, so lets make it easy to find each other.

Thank you all for your input so far, keep it coming. Believe me, pretty much everything you've said is something we're taking very seriously.

The town is being designed so players see each other regularly, and where everything is compact. Although there are of course many areas to explore also.

We're trying to make it as OOC pleasant and IC immersive as possible, and a goal is that players will never, ever lack for something to do.

As far as scripted qeusts go. I like to see well balanced ones that can be done by either a minimalistic party at high risk of dieing or a larger party for a much easier time.

I prefer when traps are disarmable if only through scripting it would be nice. I get so sick of seeing others and myself walking over a trap several times in lag and killing themselves and/or other party members.

As far as dm interaction goes I'm not all that fussy. I usualy tend to go about my own thing, if a dm shows up to help out thats all well and good if not I can still have fun.

Although I do also apreciate when dms are there for you if you really need them for something e.g possess a certain npc because your about to do something near him he may react to.

As far as monsters go I'd prefer if they stayed within a reasonable difficulty unless they're boss npcs. I would hate to see one single unimportant to the story of the qeust wipe the whole party out, but I'd be less inclined to be upset if the npc which wiped the party out held some significance to the whole thing.

Long story short I dislike enemies which only have a single counter as this tends to make people just want to make excelent character "builds" in the hopes of beating said npcs.

Oh and some decent Animate dead/Summons scripts are pretty neat for adding flavour to the game.

Thats all I can think of for now anyway.

There are two things that make a server fun for me: Good RP, and active DMs. When I say good RP, I'm not necessarily talking about the roleplay quality of one particular character - his background, his personality, etc. To me, good RP can fall under the category of getting things going. Initiative. A good roleplay is someone who doesn't sit around and wait for plots to come to 'him', but he sets out on a journey to get other people involved in 'his' business, ultimately making fun for others around him.

A good DM is the same way - They create fun for the people around them.

^ ---

And that was me. My bad, folks. ;)

What keeps me logging in is great roleplay. Plus my favorite roleplay is during quests and adventures where you go out just exploring with groups. I also like to be kept on my toes. One idea would be to have dm's spawn things at random times. I don't mean on quests per say. For example, when a faction character of mine was guarding an estate, I would have loved to have a random bandit or something from a current plot attack the estate. I like to log in knowing anything can happen and will.

I also like quests that allow every level. I have had the most fun, rping and questing with people brand new to a server. I hated inviting others along on quests, to have to tell them ooc and ic (somehow) that they were too low level.

This may be silly, but from a girls perspective, it would be cool to be able to see what clothing looks like on your character before you buy it. :) Same with armor.

I totally agree with Thea, a wonderful bonus would be being able to try on armor, and clothing before purchase. Perhaps even being able to see what dyes would look like.

Having Musachi as part of the playerbase is an outstanding feature for any server.

<<END OF SHAMELESS 'SUBLIMINAL' BID>>

I'd agree with those of you that said Roleplay and possibility of character development (both in the form of loot/levels as well as player-player and player-DM interaction). I think both of those are accounted for already here at EfU. However, a third point, which is present in the three NWN communities from which I was a part for a significant amount of time (on varying degress, true) is the ability of Player Characters to shape their own environment. Obviously, no huge changes to the module will occur without the a priori approval of the building team, nor will any metaplots with ramifications virtually everywhere spawn from simple PC-PC interaction. But when a DM rewards a PC with something tangible, that is part of the word, be it plot information, a position of influence in, say, a settlement's government or enshrines forever the name of a great deceased PC hero in a monument/mausoleum , the playerbase gets the feeling that the world belongs to the Players as much as it belongs to the DMs and Builders, and that all these folks come together every now and then, on the net, to tell a great story, together. Having these dilluted between different groups of players also helps to improve the feeling of community. Obviously instances like these should be used to reward players of exceptional character and quality, but in no way they shoul be kept exclusive to a small percentage of the server's playerbase. And yes, I do realize I'm preaching to the choir. But Musachi is here, and I always get talkative when that happens.

- Kiaring

The thing that keeps me logged in, is Awesome.

No worries here.

One thing that I've always liked to see on a server is an abundance of secretive and subtle things. Be it a hidden door leading to a quiet, empty space, a house mixed amidst countless others with a madman behind the door asking for a password before entry is allowed, or an extensive network of hidden, underground tunnels -- these sort of things make exploration of the game world all the more enjoyable, adding a nice touch of flavor ard rewarding the PCs who've taken the time to pay careful attention to detail. Lastly, these sort of things leave me as a player wondering how much else is truely out there, and if I'm missing out on anything else that's likely even more intriguing than the last thing that I stumbled upon.

Postpone DM heart-hardening and callousness, and having every post drip with so much sarcasm it leaves an acidic trail around the forums, until maybe 5-6 months in.

One thing that I've always liked to see on a server is an abundance of secretive and subtle things. Be it a hidden door leading to a quiet, empty space, a house mixed amidst countless others with a madman behind the door asking for a password before entry is allowed, or an extensive network of hidden, underground tunnels -- these sort of things make exploration of the game world all the more enjoyable, adding a nice touch of flavor ard rewarding the PCs who've taken the time to pay careful attention to detail. Lastly, these sort of things leave me as a player wondering how much else is truely out there, and if I'm missing out on anything else that's likely even more intriguing than the last thing that I stumbled upon.

I think you'll be very happy indeed, because I adore stuff like that.

Postpone DM heart-hardening and callousness, and having every post drip with so much sarcasm it leaves an acidic trail around the forums, until maybe 5-6 months in.

I'd make some sarcastic and mean response, but honestly it's not something we even want to joke about. Both DMs and players are expected to follow a code of OOC conduct that includes basic courtesy.

I make a ton of sarcastic and mean remarks, but most of them are directed at Howland, who has been dealing with them for the better part of a year now.

-Cross

Other people probably said it, but my main complaint in other servers I've played on is that the DMs act like they're greatest thing ever. They otherwise play as gods controlling the PCs, or they just act sarcastic and unwelcoming on forums and in IRC. I don't want to get the impression that if I'm talking to a DM, that if I say something wrong he'll get a bad impression of me and overlook me in game. I like to see more casual DMs, ones that are here to lead the PCs in the right way roleplay-wise and all that.

On top of that, I'd love to see lots of little roleplay as well as big. Big epic roleplay, like getting invaded or people turning to chickens, while fun, can easily overlook people trying to get involved. Little roleplay, like having a guard ask a few PCs to help him hunt the pickpocket named Jeremy Smith is small yet a lot of fun. It's just something different to do, and frankly people treat roleplay you get from a DM differently from a PC. Also, by having this little bits of roleplay, you involve everyone in the game more often. On other servers I've played on, I've never had DM interaction in months of play, three DM interactions in years of playing, so on and so forth.

Anyways, I'll end my rant here. ;)

lots of good points and little to add from my side. I believe its important for everyone to remember that DMs and Players are on a server to have fun. At the end of a playing session, after spending hours behind the screen, we should all be able to lean back and say - awesome, good fun. I strongly believe that things should change and adopt to the influence of the players. Be it that a tavern that nobody visits, because everybody hangs out in the main tavern, has to shut down and the former innkeeper turns into a begger or takes over the thieves guild. the herbalist who gets drowned in the necessary herbs for his potions starts to sell them cheaper, a dog who runs away all the time finally gets a collar and rope, ...

... I also always like "realism" in the game, being sense behind rewards, the actions of NPCs, ...

lets turn the question around, perhaps in a new post - what would the DMs wish be for the "perfect player"?

The perfect player is a happy player.

-Hippie

hmm, my two-cents (I don't claim any of these are a problem here, nor am I predicting them as likely, just espousing thoughts)

-A dynamic world, not one where established authorities/institutions are so heavily locked in that nothing a PC does will ever meaningfully shake them, or a PC group can never compete with them. And actions such as a Razing a temple, or similar effects shoudl be a long-term, not next-reset away it goes. (Allowing for time to alter the area/update the mod, of course). Obviously a DM supervion is required to this, but if that's there, the action should definately have a legitimate impact on things.

-Players and DMs having some sense of equality/fellowship/peacefulness outside of the game. Neither side should really consider itself a side, as if it were a combative war. This is of course has to be done by politeness on both ends. Largely this point's already covered, so I'll leave it. Ingame, a DM's ruling stands, on out-of-game matters, arbitrary authority just leaves a sense of elitism.

-A unique flavor. Alot of servers fail in this, rapidly falling into cliche plots (Oh-em-gee, Orcs are invading, how original), or aping other servers. Simultaing a successful place can be done with going overboard. If you make it near-identical, you may attract some players, but they'll always favor the original. That said, there are times when cliche is welcomed, but continous forcing of a set cliche is usually a bad thing. (EG all drow are always evil, all the time. Sure, you don't want Drizzt running around, but there's a Major Deity for Good/neutral ones, so they obviously exist, in significant percentages)

-Realism and rule-lawyering. Realism is never really a reason to implement anything. It's a fantasy world, beyond a basic level, realism doesn't apply. Rules-lawyering is another bad jsutification for changes, NWN isn't PnP, evne PnP arguably isn't balanced for any kind of PW activity, so if you draw up all the rules from a book for PNP, you end u pwith a flawed NWN PW.

That's all Ican think of at the moment.

This has been covered before - by a couple of the DM introductions, in fact. But as a guarded optimist, I'll tack it onto this thread, too:

My ideal server is built on PC - DM teamwork. The storytelling is fun shared between the PCs and DMs. On my ideal server:

* no DM ever has the nerve to refer to the server as "my server," because the DMs respect eachother and the player base as peers;

* players respect that the one or two DMs actually logged into the server cannot possibly be everywhere at once;

* I'm never told that my RP isn't entertaining for the DMs;

* roleplayers aren't ranked by a popularity contest that makes winning Miss Pumpkin Patch look like getting the Nobel Prize.

In my overblown opinion, fun can be had on any server if everybody remembers how to be respectful.

One thing I have never seen on any world so far:

Applications of social skills in scripted quests. More choices of whether to fight/Intimidate/Bluff /persuade/ perform for etc in order to achieve the goal of the quest with more finesse and less brute force.

Persuading the mercenary captain to take his band elsewhere for a small shipping and handling fee in order to save yourself a damn hard fight and possible death.

My £0.02 - lots of it has already been said, but never mind.

* If at all possible, try to get a spread of DMs who play at various times throughout the day, so that there are no big chunks of the day where it is impossible to get DM interaction. There's nothing more frustrating than watching other people get DM quests and interaction all the time, and knowing that your playing times mean that you will never get the same. Anything that gives more of a feeling of equality amongst the players, so that there are no cries of favouritism and ignore lists.

* A really interactive world, where the actions of players can shape it just as much as the plots of the DMs.

* Friendly approachable DMs, who you feel that you can sit and discuss your story and your character and your plans with, and they will listen, take note and give advice.

* New things that haven't been seen endlessly before. From what I've read on the forums and the site, this is already happening, which is great. I love the idea of being able to find mysteries around every corner, and not have the same "oh, the orcs are invading again - ho hum" mentality that you get elsewhere.

* Lots of intrigue - secrets, factions plotting against each other, shifting allegiences. This sort of thing is far more fun than just bashing monsters to bits every day.

I love the whole idea of EftU, and I think you guys are going to make it great :)

There's a lot of things I'd like to see in a perfect server.

I'd like to see a server of CoA pros and players not dancing around talking about CoA while still setting it up as the "bad example". If you want to compare yourself to CoA: good, bad or indifferent, just do it.

I'd like a server with past CoA playing DMs to come to us and ask about what we've done, why, what has worked and hasn't. I'd like a server that uses our experience to not make the same mistakes we've made.

I'd like to see a server where DMs and players really are treated equally. A place where players don't ask for things from DMs that are simply self serving, and turn on DMs when they don't get them. I'd like a place where DMs can play without fear of people who they have trusted, respected, enjoyed playing with, and spent time to help them have fun deciding to cheat, exploit, or hurt for no reason other than malice.

Invalid_Character I'd like to see a server of CoA pros and players not dancing around talking about CoA while still setting it up as the "bad example". If you want to compare yourself to CoA: good, bad or indifferent, just do it.

I'd like a server with past CoA playing DMs to come to us and ask about what we've done, why, what has worked and hasn't. I'd like a server that uses our experience to not make the same mistakes we've made.

I'd actually love to pick your, or any other CoA DMs' brains, any time you'd like to stop by #EFU. Nobody here denies that without CoA, this server doesn't exist. We're looking to improve. I'd stop by #CoA, but you all banned me for being an opinionated dickhead, making it pretty tough for me to contact you. I'm around most nights, EST, or you can send me PMs over this forum. I'm interested in anything you're willing to share.

-Cross

I began this server with the sole objective of providing fun and a creative outlet to those who choose to become involved. One of the first rules established was that members of our community would not be disrespectful of other servers.

This thread was started with the idea that players who may be interested in eventually playing here would have a chance to voice what they looked for in a NWN role-playing server. Suggestions such as what level range people enjoy, what sort of activities they like, and so on are more than welcome.

If there's anything else you'd like to discuss, I and the other DMs of this particular project can be found on channel #efu on irc.darkmyst.org. Our e-mail is also listed.

The perfect place would be for me, low leveling and the DMs respond to each and every player not having their little "groups" that they tend to sway towards. Where REGARDLESS of level you can acheive great things if done well in an RP sense. I also would think that players treat each other respectably OOC not "I got DM as friends So I'm better than you"

Also I would have to say DMs doing minor things, possessing two arguing NPCs because whenever I see a major DM event the whole server turns up and that leads to alot of problem. Some people turn up even if in an RP sense they have no reason too.

Last thing players always trying to put on a show and act differently just to impress the DMs I would enjoy myself far more if people just acted normally when a DM was around and not laugh at everything they say and just frankly waste everyone's time.

Thanks

Something that's noticeably absent from your burgeoning faqs is which ruleset you plan on employing.

Will it be the venerable HCR? or are you building from scratch? Another ruleset?

The majority of our major scripts (including death system, quest system, sub-race system, and so on) have been built from scratch. The major difference, it seems, at the moment is that ours is buggier (I say this just to annoy and motivate our scripters :-P). We're making excellent progress, though.

:evil:

Being buggier then HCR would be a difficult task :P

(Really, it's been bug-flooded since patch 1.25 or so, and is heavily outdated now).

Having your own stuff's largely better, you don't get weird suprises mixed in your code, and when you decide to change something, you know where it is.

Hard-core rules as general label likely works, but the actual system, no.

What is it that keeps you logged onto a server? Generally it's the players, a fun and interesting setting, good RP where you're free to play a character, but also able to kid around with someone via a tell, etc.

What aspects of other servers have you enjoyed? Really neat and interesting quests, that were well scripted (ie. maybe even a movie in them), semi-unique items (not uber, just different).

What would your perfect server look like? Me being lvl40 grand-pubah with uber phat l3wt where everyone was my slave... *coughs* did I say that out loud? Juuust kidding <.< >.> Seriously, an interesting environment to explore, good players to have fun with and work along side and DMs who are interested in helping you have fun, whether that be via tiny little spices in quests, taking the time to interact via an NPC to further your characters development.

How would PC and DM interaction look? It would happen at times if a player needed some interaction to further their development or a plot. Then at other times it would be more random just to make the place feel more alive, whether it be a PC just walking by and hearing two NPCs chatting casually. And then some scripted quests spices to keep players from knowing the exact next spawn around the exact next corner, etc. plus some side bar quests off of those quests.

A big thing I prefer to see is Unique, yet regular, loot given instead of magical loot.

A set of simple leather armor, but with a very cool backstory, and a unique color and design would be something I would like more than a set of usual +1 leather.

Keeping magic items somewhat rare is something that I always thought was interesting, becuase it just increases the value and respect of it.

I would much rather see "It was a difficult battle, and many of our men were slain, but we were victorious against the drow war-band when I ripped the leader's own enchanted blade from her hand and severed the whench's head" than "So, I went to the market and that usual someone was selling a sword of lesser enchantment ((+1))" while sitting in a tavern listening to people explain how they got their equipment.

I just think that a magical item, no matter the power, is something that should be viewed as unique and interesting, instead of like some usual occurence.

Player interaction keeps me loged into a server. Lets face it .... in a single player campaign YOUR character is the focus of the entire world ... all the neat things that happen revolve around your character. However, this soon begins to pale when you realize that no matter how clever the AI is none of the NPCs will ever react like another player.

Things to promote player interaction IMHO (feel free to ignore 8) ) 1. A setting designed to force characters of all levels to regularly run into each other. 2. Little meeting / living areas designed specifically for types of characters. A "home base" if you will that is by extension dangerous (or difficult to get into) for characters that would oppose those that call it home. I believe this does several things. First it promotes a feeling a belonging to a character without requiring a DM faction position. Second it allows newer players to interact with old hands frequently, thus allowing them to gain experience at roleplaying and seeing all the possibilities the server has to offer. 3. Quests designed at lower levels to allow a player to 'get started' without simply throwing loot at them. (Encourages a player to stick with the server.)

I know it might take some time but I'd like to see quests changed from time to time. You know, maybe every couple of weeks just change the locations of traps. . . locations of spawns, increase the difficulty in this spawn but decrease in this one.

There's nothing I hate more than going on a quest and people are running through the "safe areas" and then suddenly stop right before something spawns and go "I think we should be careful now, we never know what's around the corner"

It'll keep everyone on their toes and maybe get rid of some of the ooc'ness of doing scripted quests that have been there for ages :)

:arrow: What is it that keeps you logged onto a server? When I log the first time in a server, what keeps me logged is obviously interaction with DMs/players, since it's an online game and that's what I'm looking for. There are some aspects in the game that makes this difficult, and makes me grow tired of the server quickly enough to log off and never more, such as too many empty areas and difficulty to get started. The server should be very newbie-friendly.

:arrow: What aspects of other servers have you enjoyed? - Solid roleplay; - "Hardcore" death, rest, etc - systems; - Low-mid magic and character levels; - Casual DM interaction (as in actual dialogues, rather than "spicing up" scripted quests); - Plots with a beginning and an end. Shouldn't take forever to end (maybe a few weeks at the max); - Quick and dirty quests. Those that actually unrelated people can be part of it, and interact together; - Events that change the server. Like the zenth war on Arabel; - Narrow streets in the city. I really dislike how CoA's and CoS' streets are so wide, it looks so empty and it just makes the area bigger and slower to load. - Neat, creative, original, areas. Like CoA's OA: Below the Sea, or OA: Vulcano. Really good stuff. - The ability to accomodate players that can commit with the server (playing every day or week), and those that cannot, and join the server every now and then and still have fun (I think quick and dirty quests help with that)

:arrow: What would your perfect server look like? DMs and Players get along well and have fun together.

:arrow: What types of plots would take place on it? Wars and politic intrigue, criminal factions fighting each other to be in control, religious conflict, conspiracy... just like in real life, really. ;) But they shouldn't take more than 2 or 3 months to end.

:arrow: How would PC and DM interaction look? That was covered by Howland, I believe. OOC courtesy should come from both sides.

I've found ending a DM quest in 3 weeks while ideal is also idealistic. Everytime a DM tries it, surgeons remove an organ and keep him in bed for weeks so he can't play.

As for neat areas like vulcanoes and disease ridden fungus fields; they're easy to make but they do make exploration of the Underdark very exciting. I built a few areas like that for CoA and CoW and some other server I forgot and several of my own modules. You can explore a forest, or you can explore a forest where the tree roots burst ouf of the ground and try to kill you. I know which is more fun for me as a player.

What would make this server different is that it is non-canon. That always makes it harder to run your own server--canon settings are well known. Elminster would realistically kill any real evil threat before it was a threat, and players get unhappy to go to Shadowdale only to find out you killed off Elminster so your setting can thrive.

The town hopefully would have a few guiding NPCs while the players are in the lower levels, and then some of the NPCs will die off, escape, turn evil etc as players replace them in the ranks of power. That'll also make the DMs lives easier--players can handle the major responsibilities of running the town and making rules/laws/etc while the DMs just can play and leave regulations IG to the insane players who want to roleplay the job of a mayor.

Since the other points have been covered as far as I can think, I'll just add this:

-How would PC and DM interaction look?

FAIR to the player

EDIT by Howland:

Thank you for your comments, however due to their generally negative tone about another server I edited them out due to inappropriateness. Constructive comments are welcome, but this isn't the place to criticize other servers.