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Main Forums => General Discussion => Topic started by: Sternhund on January 21, 2014, 08:40:01 PM

Title: How EFU Plots Work and Where You Fit In
Post by: Sternhund on January 21, 2014, 08:40:01 PM
Lately, I've been frequently giving out this tidbit of info to players on an individual basis, and someone recommended I make a post. Okay, here I go.

Disclaimer These are my thoughts only. They are not always correct, or may not be correct at all. Not all DMs operate the same way I do.

How Plots Work, Where You Fit In

The way plots work is that a DM identifies a change we want in the gameworld. An example of a change might be that we want to implement a new and interesting NPC, add or kill a faction, or fundamentally change an existing faction.

Rather then make those changes overnight in the toolset, it is tasteful for us to introduce changes to the gameworld gradually through storytelling. So we outline and identify the gameworld changes we desire, then we identify how those changes can be made tastefully with a plot that involves players. We glue those pieces together and then begin.

At least initially, we prefer to use DM Factions as a mechanism to push our plots. DM Factions are reliable. We control all the variables in a DM Faction, and it is a good source to pick up players to push and interact with our plot.

Why not Player Factions? Player factions are unreliable. A player might die, get bored, get frustrated, and choose to disappear one day. That leaves a giant hole in our plot.

So how do Player Factions fit in? Player factions are best used as auxiliaries to an existing plot. Identify current plots and see how you can be involved with them. To be involved with a current plot, either some magic can happen to organically involve you in-game, or you can have a discussion with a DM about your player faction and how it can be potentially involved with the current goings-on. To be aware of current plots, stay in tune with the rumors thread, which can tell you what is happening and who is involved.

We design our plots to be dynamic because we want player initiatives. If a player were to ask me, "Hey, I'd like to do with your plot, what do you think?" I will try to accommodate that player as long as everything lines up. It helps if you have an in-game presence, have a group with you (groups involve more players, individuals involve less), and if I can trust you as a player. Player trust means that I know you have a good roleplay style, that you will stick around, and that you're pretty mature overall. As long as those things are met, I will make an effort to involve you as an auxiliary in my plot.

Speaking from personal experience, the plot I am currently running has already adopted multiple player initiatives into it. Some initiatives have changed large fundamental points of the plot, but this is how we prefer it. It is a form of "organic" collaborative storytelling. This works.

Disclaimer, it doesn't always work. I might not be interested in your idea, I might just be too busy, or maybe someone else is more interesting or has more players backing them and I want to do that instead. This can be highly frustrating to some players. EFU is not perfect.

EFU is not perfect

EFU is imperfect because we have limited manpower. We have a limited playerbase, a limited number of DMs, and a limit to how many hours we want to invest playing the game. As a result, the game isn't fully populated. In a perfect world, we would have initiatives being pushed in Upper Sanctuary, Lower Sanctuary, Fort Mur, random parts of the Underdark, maybe even select portions of the surface... Instead, because we are limited, EFU comes in waves.

Sometimes the wave of attention focuses on Upper Sanctuary, or Lower Sanctuary, or beyond Sanctuary. It just depends on where DMs and Players focus their attention to plots. I'll apply this idea to current events.

Currently, the DM team is receiving a very common complaint. Nothing is happening in Lower Sanctuary. From a gameworld standpoint, Lower has been gassed and everything is dead and sad. Not much is happening there by design of storytelling. While it's possible for an entrepreneurial player faction to dominate the lawless, dead land of Lower Sanctuary, it is difficult to do while maintaining interest and being relevant with current plots.

Meanwhile, there are currently several plots running in Upper Sanctuary. There is intrigue, mystery, conflict, and more players and DMs that have focused attention there. If you are not having fun in Lower Sanctuary, there is no shame in placing your character on hold so you can enjoy plots that are being currently driven. Some people might feel that is "selling out," but EFU is fun because players and DMs interact with each other in a complex and high-risk environment. If you are alone and feel like nothing is happening, then you are probably not having fun.

That said, remember that EFU works in waves and that plots are used to enact gameworld changes. Rather than change Lower Sanctuary overnight, we are running plots to gradually make gameworld changes there that will be interesting. As a super obvious hint, many current plots in Upper Sanctuary will tie into plots that will later develop the gameworld in Lower Sanctuary. Things that happen now will influence the future, and the wave of attention will focus away from Upper and towards Lower, or wherever else it chooses to focus. That is the imperfect nature of EFU.

What about pure player initiatives?

It's difficult and uncommon, but pure player initiatives without any DM support can strongly impact the gameworld. I can recall many player factions in the past that had zero DM support at its onset become wildly successful and indeed changed EFU lore forever. From a DM perspective, when we see a wildly successful player initiative, we try to reward it somehow and keep that train going. It's tough, it's not for everyone, but if done well it can be highly rewarding.

Take Home Message
  • Be aware of in-game plots that are being pushed and which players and DMs are pushing them. Use the Rumors Thread as a resource.
  • Find ways to attach yourself to existing plot trains. Do this by communicating your ideas with DMs and players. This will not always work, but doing this will give you a supremely higher chance at being closely involved with current plots than not doing so.
  • DM Factions are the central mechanism to drive DM Plots. PC Factions are welcomed auxiliaries to existing plots.
  • The core of EFU's attention operates in waves. There is no shame in putting a character on hold so you can explore an interesting plot. (DM Team strongly encourages me to note that this is bad advice.)
  • EFU is imperfect, so we need to work around the imperfections as best we can to be awesome.
  • The information I wrote in this post may not be always correct or correct at all. Remember, I am The Worst DM Ever. Digest this information as you please, and I hope this shed some light on how EFU Plots operate.
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Post by: Random_White_Guy on January 21, 2014, 08:58:31 PM
tl;dr
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Post by: Random_White_Guy on January 21, 2014, 08:59:49 PM
Jesting aside though there seems to be a great trend lately of people afraid to make applications. Applications are one of the best parts of EFU because it lets you commuincate with DMs your ideas and pursuits.

Don't be afraid to app for something! Worst thing that can happen is you are told no, and you can always adjust it and resubmit!

Apps are another way you can instantly get involved in plot activities be it factions, subraces, NPC allies, or otherwise!
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Post by: Paha on January 21, 2014, 09:28:28 PM
I do not support putting characters on hold for months or more. I will definitely not respect characters that are involved, then vanish and appear after a long time and get often a "free pass" from enemies, friends, responsibilities and duties alike.

If you intend to go for another character, alt or another, for month or above that, call your character dead - that is my preference.
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Post by: Pool on January 21, 2014, 09:28:36 PM
Quote from: Sternhund;370028
  • The core of EFU's attention operates in waves. There is no shame in putting a character on hold so you can explore an interesting plot. EFU is imperfect, so we need to work around the imperfections as best we can to be awesome.

I'm going to be 'that guy'. The guy that nit-picks, grasps at straws and in the most annoying way possible, inject the word 'actually'.

This contradicts what I've been told by other DMs. I've been told that they strongly discourage alts, and the fact of that character being an alt really hampers on anything in particular you want to do with that character. (Applying to a faction that currently has on-going plots, this that and the other)
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Post by: Knight Of Pentacles on January 21, 2014, 09:44:42 PM
There's a fine line between a tasteful alt and alts who are just pointless.  Maybe it's something that could be applied for?  If you make a character who doesn't really fit the current climate, apply for a break and if the DMs approve you can play another character that fits.
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Post by: Jayde Moon on January 21, 2014, 09:46:00 PM
I shall clarify for you, Pool.

Mostly, Sternhund is saying that if you just aren't having fun with the PC you are playing, then it is destructive to continue on with that PC.  Make another one.

How does that fit into our preferences regarding 'alts'?

First, understand that when we say we are against alts, we are generally speaking of using alts in certain ways whilst not taking offense to certain others.

Player use of alts to the point that we cannot reliably expect the presence of a particular character in terms of continuity is not desired.

Player use of alts when things are going poorly for their PC, only to return when dangers and threats have passed is not desired.

Player use of alts that can gain meta information of use for another one of their alts or main PCs is not desired.

Player use of alts to create an alt that becomes a main for an extended period of time and then tries to go back to the original character is not desired. <- this sort of goes against what Sternhund just said, I'll touch on that in a moment.

Player use of alts during 'off times' to take part in enjoying the server with what few players are available in those 'off times' is fine.

Player use of alts to take part in open DM preludes in which you are present as more fodder is fine.

Player use of alts to slowly groom your next PC concept while remaining dedicated to your main is fine.

This is not an end all be all list, but should give you an idea.

The key here is that DMs and players prefer that the people they play with in this persistent setting are reliable.  That their plots and stories will continue without unnatural breaks in continuity because a player is excessively wishy-washy.

Sternhund's point can be addressed by the key point noted above.  If you are playing a PC in an area or faction where nothing is going on, and you will not negatively impact any continuity by a prolonged absence then you aren't stepping on any toes.  In this case, it would be fine to table the character while you play a new one.

Hope that clarifies.
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Post by: Blue41 on January 21, 2014, 09:50:28 PM
I've always personally hated the idea of going where the DM's/plots are, especially if it means dropping your current character who you may have invested a lot of time in. Play your character, do your thing, have a good time, and if it makes sense for you to get involved in stuff, go with the flow. That said, my time in Lower Sanctuary has had its fair share of ups and downs enjoyment wise, and we only have so many DM's, and they're only human, and what can you do?

I could bust my ass to gather 5-8 PC's to patrol for Chosen in Lower and maybe make a good time of it...or roll a Watcher/Aux/Ordinant and get involved immediately for fun-times. I guess that choice is pretty easy to make.
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Post by: Big Orc Man on January 21, 2014, 09:53:48 PM
As an added note -
 
If you want your character to affect plots, you have to be willing to have plots affect your character.
 
There's no guarantee of character sovereignty when you're in the thick of serious stuff.
 
The Underdark is a dirty, awful place, and players who take risks and are willing to endeavor against the horrific tend to be the most rewarded by far.
 
If you want to refuse all outside influence on your character and complain when anything goes "wrong", I'll happily ignore you entirely!  You don't get to get the rewards of plots without risking the punishments of them.
 
This is a persistent, shared world.  You are not the hero unless you earn that right.  You get no expectations of kiddy glove treatment when you're beneath the gears of a massive meta-plot.
 
And to answer what Blue just said - often, we'll come to you.  We'll get an idea for a cool plot, and we'll look around for a good solid player group that's mature and is setting-compatible with making the plot happen.
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Post by: Calculor on January 22, 2014, 12:02:30 AM
This is a big one for me, too. I love it when characters take something I do and run with it on their own. This guarantees that I will continue to pay attention to that particular character, and likely play off their lead.

As BOM mentions, though, one has to be willing to let events (DM or otherwise) actually affect or change their PC. This will make for a far more interesting character-- both for yourself and for DMs.
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Post by: xXCrystal_Rose on January 22, 2014, 03:40:27 AM
Don't be afraid of fighting against DM plots too if it makes sense ICly to do so! Who knows, your movement might actually win out and make an unanticipated change! You don't have to either jump on board or step aside.


And darnit rwg, why did I never think of apping for npc allies? Gotta do that when suitable sometime.
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Post by: Aefar on January 22, 2014, 01:08:27 PM
This is my jubilee post number 100, so I am trying to give some value added to it.

As Sternhund posted his personal view as a DM, I would like to post my personal view as a player. Many of you should experience that otherwise, but perhaps some of you have the same problems and I think that it is fine when DMs know about our problems too. And perhaps we can together find any good solution.

Hopefully you will understand my english even with many mistakes.

I found out that I do not like OOC communication when I am In game. I like some level of immersion and there is nothing more disturbing than having next window with IRC where 99 % of communication are unrelated bullshits, even in special faction canals.

I do not like much tells, but constructive short tells or kind greetings from friendly players (not necessarily characters) are appreciated.

When there is DM event for your faction, there is often no information at the forum. PCs are coordinating themselfs at IRC (which I do not like) and I consider such information as a metagame information in fact. Tell is metagame information too. But if there is no sending system - or the faction wants to make their actions secret, you cannot involve without a metagame information (tell or IRC). Of course, events posted on forum (general or faction) work fine.

But I waited several times in faction main area for others  (or I was not far away - fishing, scouting... doing usual things which players usually do while playing lonely), because I saw others online, and after several hours (!) they came from an even and plot (and I was online earlier than the others). This was really frustrating. Since that time I am asking using tell to ask, if there is something happening, but I do not like it because I do not want to bother them. And still I feel it like a metagame information.

I do not like poking into DMs if it is really not necessary. I hope that if they are involved into my faction, they read faction forum and my personal characters notes and they know me from the events - so they are well informed. So every initiative comes from me IG (only one exception are personal character notes where I am defining major developments of my character which is appretiated).

I do not like involving into the plots with new characters with no history really played IG (like direct creation of spellguard agent, watcher, rebel). I assume that such apps wouldn't be approved for the same reason why I do not like playing them - such characters are usually too theatrical, artifical, convulsive. I think that characters made for purpose (like becoming a watcher, agent, ordinant, steward) are mostly unbelievable and unnatural.

And this is the main point of what I want to say. If I play character in the part of world where is now running no actual wave, I cannot stop it simply, because new major character needs:

1) New IC development as a newcommer
2) Creation of own opinions on sanctuary (or other environment) according to the psychology and history of the character
3) Creation of new goals (which I believe cannot be known in the point of character creation - that is why i cannot never make an app for the races which need an app, because one part of the application are goals, which I cannot know when the character is comming into a new environment, has no friends and no enemies and all goals are in progress, there are only dreams, wishes, expectations, psychology and history).

After this process, which usually takes several weeks or months, the wave can migrate from upper to lower, where I left my old character because there was no wave... and for the time I played second character I lost many contacts and player faction events.

So I would like to ask?

Which way is right:

IC proclamation and self promotion trying to become a part of the plot or OOC contacting DM? (Or Both?) And if I should contact the DM, how? Should I only announce DM my interest or should I suggest a way how I want to get involved? Would I get any screenplay from DM what should I do to get involved or is everything on the free will of my character?

There is often another one problem - at the beginning I often only know that "something" is happening. I do not know any particulars. So main goals are created after I am drawn into the event. So the wish often is "I would like to be involved, I am sure that I can play my role well, but I cannot specify any goals until I get more information, and I cannot get more information, until DM involves me into the event.

One expample for all:

I have a character and I want to play a thrall. But I do not know, who can enthrall me (mostly known is Ormulax, but there are many more NPCs). I do not know anything about the goals of such NPCs and DM factions and my character doesn't want to be enthralled (so the means of her enthrallment should be as a result of some loss after some struggle). And... to have it tasty, I do not want to have my character enthralled, but i would like to challenge the enthrallment if the events touch that theme and I am prepared to play my character in such state.

So I feel my character as a good partner for DM as a potential thrall, but untill she is enthralled, I will do (naturally) anything to avoid enthrallment.

In that way I make my character available for DMs to use it for anything what they want in the name of good story, plot and point. But do they know it? Should I tell them? And I want it as a result of my actions, not as a pre-written screenplay. Is that alright?

Uf, there are many problems and many questions, but I needed to ask one day ;)
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Post by: Damien on January 22, 2014, 04:33:04 PM
People need to realise the bounds of their character. You want to become a thrall ooc? Then make some character who worships some aberrant who sees them a solution to our problems and react accordingly, prayer, show off via deeds in front of players, etc.

A character who doesn't want to become a thrall but you do because you think it'll be a good story arc is silly. You can go about hunting thralls and preaching against the baron in this particular instance and maybe you'll get caught and turned to a thrall as punishment and to mock you.

React to plots as characters not as players, and as the other dms said if you get bored make a new character. One thing that I hate most of all is some idiotic long living character who jumps from faction to faction and plot to plot seeking riches.

Remember dms are catalysts, the game is still there when they are not.

On the other hand I'd say cut down on the killing of pcs by dms. It has happened a lot and while it may be warranted sometimes there is no end effect. If an npc kills my character people will call it a rough dm quest and move on with perhaps some mediocre distaste for the class of npc involved. However, if on that same dm quest a PC would betray the other people in his group somehow, or the players are forced to bloody their hands in some merciless manner it creates something far more interesting usually than the view of the new character screen.
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Post by: Aefar on January 22, 2014, 05:36:31 PM
Quote from: Damien;370126A character who doesn't want to become a thrall but you do because you think it'll be a good story arc is silly.

Of course that this is silly. But it is not silly when DMs want to make several thralls from other players (because NPCs are making hunt for new thralls, for example). And I believe that they really choose appropriate candidates from trusted players. Everything what I wrote was about the communication with DMs, not about what I want (it was an example).

I tried to explain my view an my thinking which is causing, that I mostly find my own way rather than write DM, because I am not sure, how to aks.

Should I write DMs that I am prepared as their partner to help them and that I am able to play my character even if something unpleasent happens to her what is totally changing all goals and original concept? I am quite sure that they do not allow all players to play such thrall. How it works? Today it can be thrall, another day it can be slave or main investigatior of sanctuary. Whatever DMs need and want players to help them and use to that actual characters. In both, positive or negative way.

I am not thinking like a player, but like DM. And in EFU context I am not sure how I should communicate because I see many variants of future development and many points of the development of the story. And as a player I do not have enough information. I understand application for new character which is involved in any plot. But I do not understand how to get involved already living character other way than IG. What should I write DMs? After all, they can involve my charater into anything what they want so there is no need to write them anything, is there?

I got from Sternhund such feeling: If you do not write us, do not expect that we involve you. But I expect it. So what should I write? (Of course, I am very involved at the moment, but I didn't write DM anything. And my application was approved because it was earned in game.)

I am not complaining. I am unceirtan.

I cannot write DM

Quote from: Sternhund;370028"Hey, I'd like to do with your plot, what do you think?"

because I do not have enough information. But if my character is suitable to be involved, I would like to tell them: "Do whatever is needed, I will play a role whatever happens. Even if the character looses its free will and even if it will be unpleasent for her. I will enjoy it if it will bring joy to other players and if it helps to build strong story."
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Post by: Big Orc Man on January 22, 2014, 07:14:02 PM
There's no active agenda to "kill off characters", but there's an active agenda to keep it as a very real possibility at all times.
 
I know it's been repeated before, but there's no right to survival.  It's a post-apocalyptic hellscape in an Underground cavern system fraught with absurdly deadly monsters in all directions.
 
If players aren't killing each other, that's fine.  That's a totally different situation, and it's up to them what they decide to do.
 
But a beholder doesn't look at the number of players who have died lately before he fires that deadly barrage.
 
This is the Underdark.  Death is real, and always around the corner.  If you want to survive, earn it.
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Post by: Damien on January 22, 2014, 07:46:45 PM
You're misunderstanding my point. I am totally for realism, you run into beholders and I'll expect what you get. What I was talking about it taking that realism and skewing it, ie if a dm decides there are beholders for some reason or another in the seers area, or having several randomly appear behind characters when they are traversing the dark, or having npc gangs kill entire groups when it they don't like what the grouping is doing, or spamming deadly traps.


Yes these are all realistic but they happen so often that realistic becomes a gimmick, and then you'll have people less wishing to involve themselves and less willingness to risk. I'll already started playing gimmick characters so I have no care when they die on these quests, having had two serious characters already die, and I know plenty of other players who won't take part in quests because it isn't a quest, it's torture porn wherein you watch you're character get brutalised over and over until you're permed.

As a side result of this as well you're seeing high level characters with a lot of supplies due to questing and racking up the gold and on the other side you have the medium to high level characters who have far less supplies who feel the brunt of the realism.

As for your query aefer I said it already, you are making an ooc judgement call about a ig situation. Something like becoming a thrall will make you kill able on sight which I don't think you factored in. On the other hand you could always speak to a dm about becoming a thrall with a new character, that would make far more sense.
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Post by: Big Orc Man on January 22, 2014, 09:23:00 PM
The "torture porn" aspect often comes in when players decide to do the dumb heroic thing instead of the smart thing!  When it works, it's awesome.
 
But if there are multiple extra options available to you and you decide to just run slap-dash into the opposing force with no coordination, you may well get brutalized.
 
As far as having NPC gangs kill PC groups because we don't like what they're doing, that does not happen.
 
NPC gangs kill PC groups because the NPC gangs don't like what the PCs are doing.
 
That's a big difference.  And I suspect you'll find very little "spamming of deadly traps", when in reality there are randomly distributed moderate traps, and a few stronger ones on chests / doors where they can be easily predicted.  Deadly traps are almost always led by corpses, scorch marks, blood, or weaker traps.
 
If Drow jump your party, treat it as a Drow ambush, not a mean DM being a jerk.  If we have an OOC issue with you, we'll talk to you.  We don't use IC methods to punish characters we simply "don't like".  In fact, most characters we "don't like" end up just not getting DM interaction.
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Post by: Damien on January 22, 2014, 09:44:45 PM
I never said it was dms personal hate towards people. I was saying the realism has gone too far.

What about the stupid, or the reckless? They'd die in all these instances and that would be their reward unless they were lucky/ well supplied enough to brunt all the blows.

And there is the drug dealing rogue  charisma and intelligent built rogue who may inadvertently encroach on some npcs gangs turf and thus confrontation must ensue.

What it seems to be is a level of realism that is by all means very real but it's  at that level for all characters, regardless of build class or level.

With regards to deadly traps I meant the active adjective, not the trap variety. One goblin bomber almost killed my level six fighter alone, add any kind of cliff falls and the fact dms control those bombers so they run towards you and tend to ignore what summons you provide for fodder and you have a realistic loading of the fugue.  I'm just saying tone it down so we can all have fun and hell you don't even need to tone it down that much!
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Post by: Big Orc Man on January 22, 2014, 10:17:25 PM
The bottom line is that a lot of strong PCs can mostly sleepwalk through our scripted quests because they are made so that non-optimized PCs have a reasonable chance of winning.
 
The average level of that quest's PCs was 7, and they had a level 10 fighter and absurdly strong level 8 barbarian in tow.  The only solution to your concern is to make the quest so easy for them that they can breeze right through it.
 
That's why you see somewhat judicious use of puzzles, obelisks, etc.  It solves the problem of "what will challenge the super powerful but won't instantly splatter the weak?".
 
I hope you realize how extremely difficult it is to balance for a large party with a hugely diverse set of levels.  A lot of times that which seems "impossible" ends up being beaten because the characters are so kitted out and strong, and it also only takes one random AFK or error from a frontliner to wipe out the whole party (a situation in which everyone throws up their hands and blames the balance of the encounter).
 
If you do not want extreme danger, you can absolutely stick to scripted content.  Even if it gets spiced and you are repelled by that notion, you can always pack up and walk away if it gets too dangerous.
 
Problems with goblin bombers in a goblin warren?  Get people with bows or tanglefoot bags.  They're dangerous, but also very counterable.  Forming into an amorphous adventurer blob is a good way to eat a powerful blast, though.  Perhaps you should elect a leader and take his/her orders.
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Post by: Sternhund on January 22, 2014, 10:20:22 PM
Quote from: "Aefar"IC proclamation and self promotion trying to become a part of the plot or OOC contacting DM? (Or Both?) And if I should contact the DM, how? Should I only announce DM my interest or should I suggest a way how I want to get involved? Would I get any screenplay from DM what should I do to get involved or is everything on the free will of my character?

...

I got from Sternhund such feeling: If you do not write us, do not expect that we involve you. But I expect it. So what should I write? (Of course, I am very involved at the moment, but I didn't write DM anything. And my application was approved because it was earned in game.)

Yeah I can understand the ambiguity and the integrity of IC and OOC immersion, and can understand the confusion from a player's perspective. I like to see a balance. In a perfect world, you only do things in an IC arena, and things fall into place. The problem is that on the DM client we experience information overload, having to process and piece together information on NWN, the forums, and IRC and pull those puzzle pieces together. We miss a lot of details along the way.

While you might be doing all the right things ICly, my spotlight might not have noticed you. Mentioning to me or another DM in an OOC environment can open up a discussion that we might have missed, not because you don't deserve it, but because we are flawed and just didn't notice your awesome IC initiative.

The notion of "If you do not write us, do not expect that we involve you" is absolutely not true, and apologies for the ambiguity.

Hopefully all of that makes sense.


Anyway remember, the point of the original post is to hopefully give a perspective of how plots are driven from a standpoint that players may not have considered before. The actual advice part I might have extended myself a bit. There's no definite correct answer or demand for any person to change their behavior accordingly, but hopefully provide a set of thoughts that could be worthwhile. Maybe I failed horribly (probably!), but that was the intended goal.
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Post by: Damien on January 22, 2014, 10:55:50 PM
I've no idea what quest you're talking about or what group tbh, all I know is while my characters are dying in droves long standing pcs getting rich from standing around upper waiting for the next dm quest or explorations.

I want to be able to risk it on  a character for some reward but as it stands that option doesn't exist, instead I've joined the masses and am waiting for the riches.
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Post by: LordOfBones on January 22, 2014, 11:11:06 PM
I have found standing around waiting for the riches to not be worth it even if they do come around.

I would rather be out bashing in some dudes face for Cyric, it feels way more fulfilling than waiting to beat monster X and get reward Z.

Plotting is its own reward.
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Post by: Sankis on January 22, 2014, 11:36:09 PM
Quote from: Damien;370171I've no idea what quest you're talking about or what group tbh, all I know is while my characters are dying in droves long standing pcs getting rich from standing around upper waiting for the next dm quest or explorations.

I want to be able to risk it on  a character for some reward but as it stands that option doesn't exist, instead I've joined the masses and am waiting for the riches.

As a player of a PC that's gone on a fair bit of DM quests lately, trust me when I say I am not getting rich off of them. In fact it's easily the opposite.
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Post by: Damien on January 22, 2014, 11:56:11 PM
There is something amusing about you saying that, having watched you carry me through a Dm quest which was combat heavy. My point still stands and we are getting away from it, lower the level of realism please?
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Post by: Jasede on January 23, 2014, 12:01:33 AM
I guess it's a bit off-topic but I have been dying a ridiculous amount.

I guess this sounds really, really lame but I sort of blame the tiny quest pool which makes questing boring and predictable. It's super cool that the 2-5 segment has so much variety now but the 2-7 or higher pools are just tiny compared to EfU 1. I wanna do a little more than gnoll/kobolds/jubal/maze/shagga. There's some higher content there but good luck convincing a group IG or OOC to do it; the fear Seer (also Beholders/Sahuagin/Orogs) evokes now OOCly is much higher than it was in EfU 1 (probably due to the changes in reward).

I guess what I'm saying, and it's off-topic, but I do feel it strongly, is that we need more quests, yo. I had an amazing selection in EfU 1. I know, we just started EfU 4 so it will take a long time. That's cool! As long as it takes! But I hope it's a big priority to fix existing quests / add new ones / retool old ones.


Edit: Maybe it's nostalgia goggles? Here's from memory EfU 1 quests + ranges

Portal 3-6
Trogs 3-6
Oozes 3-6
Purst 2-5 (?)
Gnomes 3-6
Hobgoblins 2-5 (?)
Goblins A 4-8 (maybe?)
Goblins B 2-6
Jubal's (same)
Drow Caravan (5-10)
Gnolls 3-7
STAIRS STAIRS STAIRS
Seers 5-10
Orogs 5-10
Ogres 4-8
Clowns 4-8
Beholders 7-10 (??)
Driders 7-10 (??)
Stone Giants
Ice Kobolds
Pyrimo Q.
Chosen
Chosen Reloaded
Chosen: Return of the Chosen
Chosen: Back 2 da Hood
Thomas'
Egypt Land
Medusa Adventure Land of Stoning
Ettercaps  (This was a tough one, despite what "Ettercaps" might lead you to believe)
Sad Elf Quest You Needed to Bribe a DM For (7-12) ((you read that right))
.
.
.

This is a tiny list, I am really tired so me no think good. But even the tiny list shows there was a neat selection for any range, and you were excited about reaching level 3 (finally you could do the many 3-6!) or reaching level 5.
Title:
Post by: Big Orc Man on January 23, 2014, 12:52:26 AM
We actually have quite a variety of quests that people never or almost never do, but that could be for any number of reasons.
 
If it helps, I have a 6-12 quest in the works that's almost completed, but it's also going to fall into the trap of insane difficulty that ruffles feathers!
 
It might be a good idea for us to raise the reward for some of the out-of-the-way quests to encourage more variety.
Title:
Post by: Talir on January 23, 2014, 01:39:22 AM
Focusing on group quests I count at least nine 2-4(5) quests.
Ten 2(3)-6(7).
Six 4-(8-12).

Not to mention some stuff that never was in EFU 1 that may be at least as profitable.

Nothing to be done on the OOC scared part.