Wild Orc Minor DM faction

Started by Thomas_Not_very_wise, November 13, 2009, 11:37:35 AM

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Thomas_Not_very_wise

I know this might face some resistence, but I think its a good idea.

A DM faction for wild orcs. They are all over the island, and they play an intrinsic threat to the safety of the ziggurat. Nightrisers have there own faction, and are not harmed by other nightrisers.

As it stands, the said nightriser PCs have a better chance of surviving than any wild orc group or lone PC. We cannot enter the ziggurat OR gobsquat, and thus a new group has been alienated from 90% of the newbie quests, if not more, and supplies would be swiftly drained away.

This can be argued for any monster, but I find that it makes the most sense for wild orcs. None of the orcs are Non-hostile (meaning they attack on sight.) and we need a group of five or more to even get safely from point a to b in the wilds. Our only safe places are non-npc inhabited caves.

I am not asking for the power to launch orc raids, but I am asking for a base camp for wild orc PCs, a tribe that accepts exiles maybe and is hard to find.

I apped for a Wild Orc and I am willing to face the challenge, but I can do so without the DM faction. But now, I think it might be wise to consider it for future orc groups.

KershofSetic

I'd be for you guys being non-hostile to the normal patrolling Orcs throughout Ymph but, just as with the Nightrisers, don't think a faction for them adds anything valuable to the server.

UnholyWon

Thomas your idea reminds me of worms in an apple. Beautiful color, ripe fullness, and a tantalizing temptation for the taste buds.

But cut it open or take a large bite and it is reveiled that a worm or worms are eating the apple inside to out. Turning the juicy and crunchy morsel into a disgusting and revolting treat of evil and wickedness. Burrowing thru the soul of everything that is good and right.

To say at last, I approve of this idea, but disapprove of you distaseful ways of weaseling away DM spice and loot. Shame! Shame on you! Shame!

:-D

putrid_plum

Orcs often war and kill eachother, simple as that.

Talir

For obvious IC reasons, you will not be allied with the other wild orcs. Neither do I find a minor DM faction for them feasible in my opinion. The limitations there are made to be overcomed, work for it.

Drakill Tannan

I think the real problem are the supplies. A merchant added in the island, not necearily orc, but that can icly deal with orcs who sells a few basic things like.

-Cure minor wounds/light wounds potions
-Magical potion bottles/bone wands
-Alchemist/Herbalism equipment
-Medical herbs
-Mundane weapons & >5AC armors.

Pup

There are Wild Orc PCs now?  Huh.
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals

FleetingHeart

I would just like to point out that I've seen players get to level 6 without ever stepping foot in the ziggurat.

Thomas_Not_very_wise

These players had the advantage of not needing a DM to go near Blue NPCs (We do, we need a Dm to even run across the main gate.) Had the advantage of the Starwood, Exiled Camp, Castle Blackhearth, EACH having a potential supply merchant catering to them.

A wild orc group needs to have five people to even leave their base, otherwise jungle cats, other wild orcs, etc...will rip them apart.

Nut, name ONE PC who has gotten level 6 without stepping into an area where red pcs do not spawn.

None come to mind.

Wild Orc PCs do not even enjoy the ability to hang out in gobsquat, which I might add, is something even a goblin, kobold, or most other monsters can enjoy.

However, I will stop advocating for this since Talir gave an explanation above. And most people will see this as a suggestion to give wild orc pcs and unwarranted advantage (they don't have one, ever. In fact, we're at an even larger disadvantage than even nightrisers when it comes to loot, levels, and methods to gain experience.) We will survive the good old fashion way, dying repeatedly until a miracle happens and we break past the "Survival critical" phase.

Given time, we'll acclimate.

Calculor


DeputyCool

You apped for it, you got it. It is what it is.

Thomas_Not_very_wise

To quote the great RwG...

QuoteAlso, Don't be afraid to make suggestions for your "own characters".

Some people think its shameless, and to some extent its understandably so, but there are also times that there are class/race/other issues that need to be addressed.

No one knows this better than the people playing them, so if you notice something acting weird or find some way that you think would be cool to adjust a class (That could effect things other than yours personally, but maybe suggestions for a class as a whole), don't be afraid to post it.

There are a lot of cool ideas that are rumbled about that people pass on because of this notion and that is unfortunate.

UnholyWon

Seeing the DM side of things: limitation are in place to be overcome, or something like that.

Uniting the Orcs under the same banner, or setting in place lose treaties with Orc clans, tribes, or families may be the wisest venture, and  then possible merchants and other resources may become available outside the Ziggurat.

If I remember right the Spirit that Sings, not certain is that was PC or DM, was able to accomplish a lose unity of Orcs.

As for the DM minor faction: As a player I utterly disagree with there not being support for such a faction. As I recall the Orcs were namely the first threat to the Ziggurat and were not as scattered as they are now.

Forces of Orc guerillias could have amassed and for something at the end of the Red Elient, promising revenge. Those under the Spirit that Sings may have believed in this Orc so much as to devote a large following to him, the ideas are numerous...etc.

I understand several factions and plots are moving accordingly and require DM supervision, resources may be thin. There are several of the player base that I am certian would be more then happy to step in and start DMing, my DMSoI is on file. If a player wants to take it on himself to reveil a culture made in blood shed, war, and hatred and spin it to with the assistance of a DM with the title of Minor DM Faction, then I'm all for it.

In the end all it really is, is just a title that helps draw players who may have interest in RPing with that faction and/or joining it.  

As a player, and I speak for myself, I shape EFU:A, not the DMs as it was Howland's words to inspire us to continue to do so.

Caddies

You wanted to be a WILD ORC so now you are one. WILD ORCS do not chill in the city and run deliveries for people for gold.

As for a DM faction, for similar reasons as the Nightriser faction is not ideal, this wouldn't be either. It will not be happening sorry!

TheImpossibleDream

dm faction for drow plz