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karvon

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Karvon's Multiplayer Campaign 2 - OOC
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This OOC thread will be for the second MP campaign I'm running.

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karvon

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So far, looks like we have...

An Elven monk and a Hobbit rogue

I could switch from rogue to a fighter, should we need it. I'm playing a cleric in the other MP campaign so would rather play something else for this one. I dislike playing mages.

I could also add a fighter henchman to pad the party. Haven't taken a look at the module yet to see if henchmen are provided for.

Karvon

« Last Edit: on: Jun 13, 2010, 8:46AM » I.P. Logged
tampamac2002

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I'm still deciding on a character. Looking at the twenty characters I already have on NWN, I'm not sure if I want to delete one and make a new one, or recycle one of my old ones. I'm leaning towards the human barbarian, Eagle Paw.

Barbarian it is. Decided. I'll post shortly about him.

« Last Edit: on: Jun 16, 2010, 4:13AM » I.P. Logged
karvon

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Module modifications
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As with my first MP campaign, the following changes are planned to the module.

1. Henchmen Always Bleed to Death. This is the standard bleeding/death system I use in nearly every campaign I run. Furthermore, I've modified the base script to provide bonuses to bleeding stabilization equal to your base CON modifier and an additional bonus of +2 for those who have the toughness feat. Bleeding was included in the original design with another script, so this isn't a major addition.

2. Supply Based Resting. A simple, yet effective, resting system I generally use in all my campaigns. Each new PC will get one free supply kit initially, and I've added supply kits to each of the merchants in the module, so the party can restock along the way as they find merchants. I've cut the cost of supply kits to make them more affordable to a first level party. Their weight is a major limiting factor, so the party won't be able to simply overload on them.

3. Gold Encumbrance.

Another staple in my campaigns; gold is converted to bags at a 300:1 ratio, each bag weighs about 5 lbs. Trade goods can be purchased at merchants, with a varying commission, to lighten one's load. Given this is a 1st lvl mod, I don't expect us to be finding mountains of gold, so this shouldn't have to much of an impact on play.

4. DMFI updated to 1.09.

I'll be adding in scripting to give out racial languages as well as the standard DMFI player widgets for RP purposes.

5. Merchants Adjusted.

I've gone thru the merchants and added in the full range of basic weapons and armor, and a few minor potions to the starting merchant, so players have more options. As mentioned above, I've added supply kits and trade goods as well. I've decreased merchant's purchase prices, so gold will be a bit more scarce for loot, but have added appraisal to the merchants, so that may earn back a bit of extra coin.

6. Starting Gold.

Your starting gold will be based on your charisma with a bonus of +4 for the Silver Hand feat. The formula is simply your Adj Charisma *30 gp, for a max of 660 gp.

7. Safety Net.

Each PC will receive a free Raise Dead scroll to start. This will give a minimal safety net to the party to offset any unforeseen, or random, factors which could lead to a TPK.

8. Tailoring Dummies.

In the starting area, I've added tailoring dummies which players can use to modify the look of their starting gear for a 5% fee.

9. Staging Area

Added a starting area with merchant, various levers and tailoring dummies. Once all are aboard we will transit to the module itself and be starting on the outskirts of a local settlement.

10. Henchman

I'm adding in a single fighter henchman to pad the party and provide insurance should one of our regular heavies is absent for some reason.

I'm disclosing these so everyone is aware of things which might impact play and character design.

I've not otherwise examined the module areas, monsters, encounters, traps or treasure - nor plan to, as I don't wish to spoil the surprises in store.

Regards

Karvon

« Last Edit: on: Jun 18, 2010, 2:09AM » I.P. Logged
karvon

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Ok, a brief summary of some issues raised and my take on them.

We've obviously broken one quest. Several party members attacked the hostile girl ghost, as did a henchman at one point. It would've been wiser if the builder had set this up as a neutral faction I think, but I understand the logic of hostile. Without looking under the hood, there's no way of knowing how critical this might be, but given the general description of the mod as one of various quests and explorations, I'd think it's not so important. I've NP with the party messing up and not being able to finish a quest. Restarting just to fix this is not really my style.

XP doesn't seem to be awarded for combats, and otherwise pretty low thus far. I think I ended up with 61xp by the end of the session myself. I'm a bit leery of tampering with XP award rate/system selected by the builder as that could seriously impact on the difficulty of encounters down the road if the party's a higher level than the builder intended. We've a party of six, if everyone shows up, which is one more than the max number recommended by the builder, so we're already a stronger than average group. Thus, I'm inclined to go with it as designed, though I'm not a fan of no XP for combat.

I moved the starting point south of the builder's original one in a sorta dangerous highway area to the outskirts of one of the civilized areas. It was suggested I should move it further south, but, without examining the module in some detail, a better placement would be not so easily done, and I want to minimize my viewing of the module in the toolkit, so I can enjoy the story and surprises more. Given the apparent non-linear design of the module, I'm not sure it would make that big of a difference.

Any editing of the module would mean we'd have to start over, since you can't really edit saved games very easily, or effectively, as I understand it.

Given these factors, I'd prefer to just keep on from where we left off and take our lumps for the mistakes we made. However, I'm open to hearing other views and ideas on the matter from the rest of you - it's not just MY game

Regards

Karvon

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Mirgalen

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*** Minor Spoilers. ***

I have played this module about a year ago with a lvl 5 druid and finished at lvl 6 so we could somehow expect 5000-10000 XP to be divided among us. If the module is optimized for 3-5 players already I agree not to change the XP scale. It's probably at 5% or something.

BTW there is almost no Middle-Earth content in this IIRC.

Note: Perhaps I should DM this thing although I don't really remember the story.

I don't think that broken quest is a major issue either. We did not break a script or a plot item. It was all RP. We would probably do the same thing should we replay that part.

I may disagree regarding the starting point because there is - I believe - a floating text or something saying where we are and why, plus some minor quests.

So I would suggest one of two things.

1. Do nothing, although for the story to make sense we should just go North from the ghost house.

2. Consider the last session as a warm up. We now all have a character with basic equipment and the kits, emotes stuff... So we can get into action as soon as everybody is logged in. I can tell karvon where the proper starting point is. We could restart from the right spot. All we have done so far is a single quest. We could even ignore that quest (we don't want to go in some haunted house, right?).

If there is a vote, I vote for the second option.

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karvon

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on Jun 21, 2010, 10:29 AM, Mirgalen wrote:


I have played this module about a year ago with a lvl 5 druid and finished at lvl 6 so we could somehow expect 5000-10000 XP to be divided among us. If the module is optimized for 3-5 players already I agree not to change the XP scale. It's probably at 5% or something.

...

I may disagree regarding the starting point because there is - I believe - a floating text or something saying where we are and why, plus some minor quests.

.....

2. Consider the last session as a warm up. We now all have a character with basic equipment and the kits, emotes stuff... So we can get into action as soon as everybody is logged in. I can tell karvon where the proper starting point is. We could restart from the right spot. All we have done so far is a single quest. We could even ignore that quest (we don't want to go in some haunted house, right?).

If there is a vote, I vote for the second option.


I've NP with option 2.

I'd need to know where to move the starting point more precisely.

I think I'd go ahead and double check the XP scale and nudge it up a little, so we'd get at least some xp for combat - as opposed to 0.

Any other thoughts, comments?

Regards

Karvon

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Dave O

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Well, I'm torn between thoughts here. I really am a believer in continuing from where I am ... but, I've always had the option to go back and play it again -- something I doubt will happen here.

I really, really, do feel badly about killing that girl -- I sort of let RP interfere with game play -- mainly as a result of not participating in any MP type sessions before -- always a DM could "patch" things back up for me.

In this particular scenario, I would "feel" better if we had a "do over". I have learned to not "force" issues as there is no DM to set things back.

If we started in the wrong place -- that is the excuse I'll grab and cling too.

I vote option 2 ... but will concede to the host and other players.

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karvon

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We'll go with option 2 then. I've edited the starting place, added in a widget for player to jump to the party leader for use should one person crash out for some reason and relog in the wrong spot and bumped the xp for combat a little.

We'll just skip the haunted house this time round.

Karvon

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tampamac2002

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Option two is fine for me.

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karvon

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Next weekend is a holiday weekend in the US. If anyone is planning to be away or engaged in other events and unable to play, we can push the next session off til the following week.

Please post as to your availability and I'll post the next session accordingly.

Regards

Karvon

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tampamac2002

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My July 4th festivities don't start until later in the day, count me in.

Mac

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Dave O

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I'm good with either.

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karvon

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Alrighty looks like we'll play then as Mirgalen's not in the US so holiday shouldn't matter

Karvon

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tampamac2002

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I posted on the game, but here it is again, I can make the start of the game. May have to leave half way into it though. I won't know for sure, but I"m signing up anyways.

Mac

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karvon

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Hmm, might be better just to push the session till next week then, given the problems we've had at times in regrouping the party when folks arrive late/leave early.

In the next mod, I'll make sure we have a working jump to the party tool. Sadly, the one I imported for this one, doesn't seem to work

Karvon

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alfredosauce

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Hey folks,

Really not sure if I can make this game time work. If you folks can't find someone else to be your caster next week I'll join you one last time, but I really can't get up that early without destroying my sleeping patterns.

Thanks.

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karvon

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Alright, I'll look for a replacement. Thanks for joining.

Karvon

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DragonKnightp3

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First, I'd like to apologize for yesterday. I was having connection issues and couldn't get online at all. Second, as I messaged to Karvon when I joined this campaign, I will definitely miss the weekend of August 1st. I should be back in game by next week.

For story sake just assume Sharen found an interesting lead from the merchant that she wanted to check out on her own first. She made a promise to return the group after she is done.

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karvon

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NP, RL issues always take precedent

Karvon

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