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Topic: Adventures in Greyhawk - OOC (Read 463 times) |
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karvon
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This is a reposting of a thread from a game session forum for future reference. All that walking Would it be possible for us to RP walking back to the caves from the Keep in the forum? We seem to be spending a long time walking back there at the start of each game. Also, it'd be nice if there could be a wandering healing supplies seller mid way (like there used to be with that merchant). Just an idea. Anders Soth The distance between the keep and the caves is an intentional part of the original module design. While the valley of caves is the focal point of the module, there are other areas and adventures in the region. There are chances for encounters while traveling, some random, some placed. Random encounters can be at very short ranges to reflect chances of ambushes by said creatures. Placed encounters are normally done well away from the party, but along the avenue of advance, and are often avoidable - if you scout and then take evasive, or more round about, routes around them. I will note the party has virtually always chosen to attack placed encounters, even when a bit beat up. The keep is in a rather isolated area and caravans are not all that frequent in the region. Thus, the lack of merchants in general, and along the roads specifically. Those are factors the party has to consider in it's planning and play. Regards Karvon Well, from my "personal" perspective -- those "placed" encountered seem to have a detect range equal to my own -- when I "see" them, they "see" me and of course attack. I do not know whether this is a factor of my connection (ping is normally ~400 -- have never checked for your server though -- Japan may be faster for me). Or perhaps others are attracting their attention -- but honestly, by the time I usually see any of these, they are attacking. Scouting is physically slow -- unlike the PnP sessions, where time scales varied with the task at hand; in NWN, the clock runs at whatever pace it is set at -- if you scout, it takes twice as long -- if you use stealth as well, it is 3 or 4X longer. But, I would like to be able to shop "before" the session starts -- during the OOC time. Shopping takes a long time and "walking" makes it even longer. I'd like to be able to log in 15-30 minutes before game time and run around town looking, buying, selling, (normal items stocked by the scripted stores/merchants) etc.; rather than taking the time during the session to RP it all the time. (Or place a copy of the "standard" merchants in the OOC area that we can use to resupply either before or after as session.) I know you provide time following the session -- but I'm not certain how convenient it is for you to keep the server up and really I like to spend a bit of time doing this sort of thing. Dave O As for scouting, from what I've observed, the party has not consistently maintained any kind of scouting/marching order. Thus, placed encounters will often detect and attack non-stealthy folks. Furthermore, the party has routinely attacked placed encounters at long range with missile weapons, waking them up to the party's presence, often without fully discussing this with the rest of the party first. While getting in first and early strikes is good tactical planning, it's not always wise strategic planning to engage every monster you spot If the party is starting out at the keep, you're welcome to log on early for shopping; I've had a couple of players do that already in past sessions. Not everyone's able to log on early though, hence, the time allowed for it in game, though I know it can slow things down a bit. Karvon *glances at Felrisen* Gulfwulf I log on early just about every session. The server is pretty much up at least a half hour before game start. Karvon is nice enough to let me shop pre-start, I guess when we are in town. Makes sense that if we are at the caves, or wherever, that we can't access buying supplies. I've wondered about our tactics regarding the open road. It's true we attack anything we see, whether everyone is ready or not. I have no problem with taking the front line with Barrin. I often find myself at the back, using a bow during outdoor encounters. I have good armor and excellent hit points, I should be at the front when we are traveling or exploring. Of course we should have a scout a few steps ahead. I see how that will be tough for Rolo seeing as he has some 'ping' issues. I think an ideal march order would have Barrin and I at the front, side by side, followed by Grumni, then Eli and Spring, with Rolo bringing up the end. I think Grumni and Rolo could switch if we are in a dangerous setting, like the caves. With Ute joining us again, perhaps he could take up the last in line, providing protection from ambushes. I'm open to suggestions and welcome any feedback on the matter. Seems strange we took so long to address this issue. Mac Heh -- I was thinking we were fairly "consistent" in our marching order -- outdoors anyway: Eli on point (with his long legs) - the armored folks scattered about quite a bit behind, and Rolo (and I suppose Spring -- although gnomes tend to be a bit more flighty than hobs) trying to keep up. I physically seem to move slower than the others on this server -- and as the "walking speed" is set [the player can't speed up, slow down -- it is either "on" or "off"] this leads to spreading out of the group. (I've never liked that particular script for that very reason -- makes staying in a group and managing group formation quite challenging -- but not the kind of challenge one is looking for in a game like NWN.) Even if movement rates were evened out (at the normal walking speed and slower) -- maintaining a "formation" in a game like NWN would still be difficult, with everyone actually having to move their own PC. Bauldur's Gate had that very neat "formation" selection button where everyone would attempt to maintain their established position in relation to the leader -- have not seen a script for that in NWN, although I'm sure one could be written -- might introduce a lot of lag though ... Didn't realize folks were attacking critters with Ranged weapons before the critters were attacking us -- too far back in the pack I guess. Dave O
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Dave O
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on Jun 5, 2010, 12:03 PM, karvon wrote:Yes, smaller creatures, and those wearing medium and heavy armor are scripted to move a bit slower than average. That is part of PNP and I'm quite happy with how this script works in NWN. That's something you have to factor into your design decision and playing.
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| Well, let's be fair now. Yes, PnP had "movement rates" -- but the only time I ever saw them come into play was: 1) Trying to close the gap on a monster (particularly a spell caster), to see how "long" it would take to get an attack; 2) Trying to flee an encounter or escape (to see who was faster); and 3) Figuring the time to travel "X" leagues or whatever -- usually for determination of rolls for Wandering Monsters. If any groups were sitting around with 1" square ruled grids and rulers marking off distances every round/turn and having the "faster folks" stand around waiting for the slower ones to catch back up -- I (thankfully) never encountered them. The only real use of the "follow" command in NWN is if the party is moving through relatively safe areas and someone wants to refill their drink or something like that during a long hike. Yes, the porting about is distracting and even worse are the transitions where the followers often bolt off to the side at a full clip before making the transition -- certainly an immersion breaker there [once Rolo and another followed a pig deep into the woods wondering what it had run off to investigate; before we realized it was a "transition effect"].
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| « Last Edit: on: Jun 5, 2010, 3:12PM » |
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karvon
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Actually, I use the follow widget a lot, unless I'm the party's scout or front ranker. As you can turn it off automatically by clicking a spot, or enemy, it's fairly safe to leave on till you see the need to move independently. The thing that's actually more slowing is turning off detect mode to charge If you're following another, rather than leading off, you could leave yourself on normal movement rather than detect mode and keep up easily with your walking comrades, simply running instead of walking; you know hobbits are a frisky lot after all, no? Karvon
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| « Last Edit: on: Jun 5, 2010, 4:14PM » |
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Dave O
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I've used Quick Slots for "talk phrases" before -- but they always came out as "shouts" so I stopped -- how do you change it to a "normal" talk?
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karvon
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It's better to use /p as that'll put comments on the party channel where I, as DM, can see them easily as well.
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karvon
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Yep, warnings and tactical commands for use in combat are very useful in quick slots. I'd say at least a third of my quick slots are usually taken up by such stuff. Karvon
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tampamac2002
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Thanks for saving those posts. I forgot that they disappeared once the session was over. Might I say how much I like this campaign. I'm really enjoying the banter between the characters. The story line is very well done. I'm actually having to decide what to do next, we have quite a few options and nothing forcing us one way or the other. Karvon, you've done a great job putting together a team and overseeing our adventures. For that you deserve much thanks. Thanks, thanks, thanks, thanks, thanks, thanks..... whew, okay, maybe a little more, thanks, thanks thanks. And thanks for the kind reviews. Whoever may be giving them. I look forward to each Sunday to see what kind of trouble we can get into this time. Mac
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karvon
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Glad you folks are enjoying yourselves. It's been entertaining to watch and listen to your chatting during the games, you're all really getting into character and play well off each other. While reviews are not mandatory, it is nice to give such feedback to your fellows, and your DM, once in awhile. A few random comments and observations... Strategically, the party's choices have a major bearing on how things will progress. Depending on the choices you make, the campaign could go in one of several different directions. Locally, the world is dynamic. The party's actions, or inaction, will influence NPCs and monsters choices and options. For example, kill enough bandits, and you may not run into any more for awhile. Clean out a cavern complex and, in time, someone, or something, else will move in and claim their new home. Review the chat log of sessions. There've been a few subtle clues, or opportunities to gather info, which the party has overlooked in the heat of the moment. You can consider it part of your IC discussion of past events around the fire or over ale at a tavern. Take full advantage of the RP thread to gather info from NPCs at hand, as that can save you a bit of time in game. Use your imagination to think outside the game engine/box, drawing on what you might do in a PNP session. Skill rolls can be made as needed to work out the feasibility/success of such attempts. Be careful of getting separated from the group. The kinder/gentler version of HABTD is working as I want it to, but you're greatly increasing your chances of death if no one's around to bandage you, should you run afoul of a nasty surprise. Glad to have all of you aboard, and keep on having fun! Regards Karvon
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karvon
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Looking over the tailoring models, the variables are properly set to make it inexpensive to modify the appearance of gear you already own. Armor, shield and weapons can be modified for a flat 10 gp. However, if you tried to make and buy NEW gear, you were quoted a default price, which I think is 125% or so of base. I did not intend for you to use these as merchants, so I have disabled the buying new gear option on these. Karvon
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Gulfwulf
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That was a boring conference, nothing but a bunch of old men drinking, telling war stories and politicking. Ah well, I'm glad it was my wife that had to sit through most of it. Anyway, I'm back for the session on the 27th, but I'll need an idea as to what happened last session and how I can fit Barrin back in rp wise.
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