Adventurer's Guild Adventurer's Guild - OOC Room

Yorth

Swordman
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seems like there are a lot of new locations, I think I'll stream later today too.
 
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GDLiZy

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Well, the level is not like, an actual experience of the adventurer thing, but more like a system the guild put in place to measure your strength and allowing you to take tougher quests and stuff.

So... I think it's fine to cut it?
Wait, but the description from the lvl system had a well-defined 'power-level' that continued to increase in each lvl. There are even OOC rules that told us to keep our power consistent with our lvl. There is a clear progression of power for the adventurers, so I thought that the EXP is similiar to the typical RPG EXP.

Well, I'm not the creator of the game and I'm sure you're more experienced than me so I'll concede on the topic.
 

AliceShiki

Magical Girl of Love and Justice
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Wait, but the description from the lvl system had a well-defined 'power-level' that continued to increase in each lvl. There are even OOC rules that told us to keep our power consistent with our lvl. There is a clear progression of power for the adventurers, so I thought that the EXP is similiar to the typical RPG EXP.

Well, I'm not the creator of the game and I'm sure you're more experienced than me so I'll concede on the topic.
Ah, well, I'm not the creator either, so it's all just my personal opinion, but like...

From the way I see it, those are 2 different things.

The Level and the EXP are guild measurements for how much stuff you did for the guild and what quests you can get.
The OOC Rules to keep power level consistent with Guild Level are... Well, OOC Rules. As in, when you join the game you are expected to have a low power level, and as you play, you are expected to get stronger at a certain pace. In order to keep things kinda balanced and not have one player super stronger than the other because they simply decided to start stronger and stuff.

At least that's how I view it~
 

Ddraig

<First Dragon of SHF> <Pokemon Goddess of NuF>
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Well, the level is not like, an actual experience of the adventurer thing, but more like a system the guild put in place to measure your strength and allowing you to take tougher quests and stuff.

So... I think it's fine to cut it?
It is probably more to prevent people from rushing through the content and/or just powerlevel their chars to the point the game goes stale. So it is kinda needed. Think of it as a buffer to let people think of new quests.
 

AliceShiki

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Btw, now that I think about it, we don't have any quests related to helping wounded people and what not... Are our healers that good to be the only part of the city that aren't understaffed? o.0
 

ohko

tilda~ me~ home~ ♪
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seems like there are a lot of new locations, I think I'll stream later today too.
I've updated the quest board as exploration reports come in.

I also sneakily inserted an ocean report. :blob_wink:

Btw, now that I think about it, we don't have any quests related to helping wounded people and what not... Are our healers that good to be the only part of the city that aren't understaffed? o.0
You should make some!

I just saw that someone got ambushed by the bandit group. Maybe my dream will be coming to the realisation soon! :blob_popcorn:

Also, I don't really like how the guild can decide the amounts of exp you got. Don't get me wrong, golds are fine, but I think that the exp should be given according to how much the adventurers had experienced, meaning that you can't deduct any experience from failing to complete the quest because of a dangerous life-threatening scenario. Sure we can set the upper limits for the exp, but, for the sake of realism, we should never mention how guild could reduce the received experience.
Well, the level is not like, an actual experience of the adventurer thing, but more like a system the guild put in place to measure your strength and allowing you to take tougher quests and stuff.

So... I think it's fine to cut it?
Wait, but the description from the lvl system had a well-defined 'power-level' that continued to increase in each lvl. There are even OOC rules that told us to keep our power consistent with our lvl. There is a clear progression of power for the adventurers, so I thought that the EXP is similiar to the typical RPG EXP.

Well, I'm not the creator of the game and I'm sure you're more experienced than me so I'll concede on the topic.
Ah, well, I'm not the creator either, so it's all just my personal opinion, but like...

From the way I see it, those are 2 different things.

The Level and the EXP are guild measurements for how much stuff you did for the guild and what quests you can get.
The OOC Rules to keep power level consistent with Guild Level are... Well, OOC Rules. As in, when you join the game you are expected to have a low power level, and as you play, you are expected to get stronger at a certain pace. In order to keep things kinda balanced and not have one player super stronger than the other because they simply decided to start stronger and stuff.

At least that's how I view it~
It is probably more to prevent people from rushing through the content and/or just powerlevel their chars to the point the game goes stale. So it is kinda needed. Think of it as a buffer to let people think of new quests.
I agree with all of you!

There isn't a universal "system" to this world, so Alice's interpretation is probably true for many (or even most) people.

However, I wouldn't find it odd if there were some strange individuals who heard voices in their heads. Surely they must be crazy? xD

I think there's a way it can be consistent multiple ways.

As for EXP, usually full EXP should be given unless the adventurer clearly slacked off. This sometimes occurs with some quests... where obviously they didn't do as much as the quest wanted them to do. Partial completion, or even failure of a quest, can grant exp. I've also seen some receptionists awarding bonuses too.
 

GM

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Some updates about direction the game is going in.

First, the Scribel Region guild quests are getting capped at around level 6-8. The rationale for this is that the starting area is generally safer for most players, and the eventual goal is to incentivize characters to get out to other places.

The biggest priority right now (maybe all of you can help with), is that somehow -- for some reason -- we need an excuse for the Adventurer's Guild to establish another branch somewhere. This regional branch would serve as a base of operations so I can put up another regional quest board.
  • Be in a different biome.
  • Have stronger/different monsters on average.
  • Have a reason for existing.

Pursuing quests that help develop this kind of information will greatly assist with the establishment of a regional branch... so we can have more quests when people start capping out of level 5.

Examples of quests that might yield stuff:
  • The glowstone quest going north could lead to a mountain region, potentially mines... which have clear economic value.
  • The swamp region (thank you @Feathers95 <3) already has stronger monsters. The diplomacy/rescue quests puts the guild in contact with lizardmen. But what reason would the guild have to establish a presence here?
  • Going further west might lead to a port city?
  • Going further east might lead to some kind of other fantasy species tribe?

Of course, these are just ideas.

When you are making quest reports, consider the fact that the guild is looking to expand! ...Or else pretty soon we're going to hit a level cap if we stay stuck around Scribel!

An example plot with the lizardmen is that perhaps there are many lizard countries/tribes, and they are all at war with each other. Some tribes are pro-human, and some are anti-human. Scribel City could ally itself with a pro-human faction and establish a branch in a lizard village to help support a war effort... or help defend those lizardmen from other lizardmen. Meanwhile, this would be an opportunity for adventurers to take quests in a different biome with new monsters.

Get cracking with ideas, people!
 

Feathers95

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An example plot with the lizardmen is that perhaps there are many lizard countries/tribes, and they are all at war with each other. Some tribes are pro-human, and some are anti-human. Scribel City could ally itself with a pro-human faction and establish a branch in a lizard village to help support a war effort... or help defend those lizardmen from other lizardmen. Meanwhile, this would be an opportunity for adventurers to take quests in a different biome with new monsters.
I actually really like this idea! I'll see if I can work towards it in future quests, but of course, if another idea begins showing up, I won't force this idea to come to fruition.
 

SpearOfLies

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I feel we should tweak the currency system to something that resembles a currency system before money became pointless.
 

GM

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I feel we should tweak the currency system to something that resembles a currency system before money became pointless.
I liked the idea of multiplying by 10 everywhere to get greater granularity on the currency.

I think one of the struggles is that there aren’t obvious expenditures in the game except for RP.

There is a loose “daily living costs are 1G per day”, but it’s not enforced in any way.

However the game is liquid time and difficult to regulate in terms of living expenses. I also don’t want to make the game too complex, because I think simple rules are just more accessible for more people.
 

SpearOfLies

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I liked the idea of multiplying by 10 everywhere to get greater granularity on the currency.

I think one of the struggles is that there aren’t obvious expenditures in the game except for RP.

There is a loose “daily living costs are 1G per day”, but it’s not enforced in any way.

However the game is liquid time and difficult to regulate in terms of living expenses. I also don’t want to make the game too complex, because I think simple rules are just more accessible for more people.
I agree. It's just to make possible for people that want to roleplay with currency to be a reasonable option. Maybe also a bit of ethics rules like "If you don't want to deep dive in the world of role play with currency, please don't mess it up later on" kind of stuff. It is very easy to gain a large amount of money when you don't spend it on anything and the economy is a very delicate thing that can break when people run wild.
 

GM

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I agree. It's just to make possible for people that want to roleplay with currency to be a reasonable option. Maybe also a bit of ethics rules like "If you don't want to deep dive in the world of role play with currency, please don't mess it up later on" kind of stuff. It is very easy to gain a large amount of money when you don't spend it on anything and the economy is a very delicate thing that can break when people run wild.
We could implement a fine system. :blobrofl:

If adventurers cause collateral damage, fine them. Run up a tab lol.

Obviously the goal is to keep everyone broke.

And also maybe more things for people to dump their money on could help. Like renting an apartment or buying a house.
 

AliceShiki

Magical Girl of Love and Justice
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Obviously the goal is to keep everyone broke.
:blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww:

It's honestly kinda hard to think of much things to consume money tbh... I mean, it obviously depends on each character, but mine has pretty much nothing she wants to buy aside from a temple! xD

So money for the most part for me is worthless regardless of what money sinks are added... >.>

It's always good to have some ways to spend money though~
 

Ddraig

<First Dragon of SHF> <Pokemon Goddess of NuF>
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Character Sheet - Sheryl
Gender
Female
Race
Arachne
Age
21
Class
Maid
Level
1
Exp
0/200
Appearance
Personality
Somewhere between the drilled modesty and elegance as a maid to the brash, ditsy attitude inherited from her parents.​

Backstory
I'm just a maid with amnesia that ended up here~ tee hee~?​
InventorySkills
ItemDescription
Tea SetA tea set complete with a kettle and seven tea-cups.
Pouch of Tea LeavesA pouch containing ingredients for Black, Green, White, Chrysanthemum and Hibiscus tea.
Cleaning ToolsA set of basic cleaning tools
Money PouchA pouch to keep money safe. Currently with 30 shiny ducats.
SkillDescription
Tea BrewingThe basic skills required to brew tasteful tea.
Thread WeavingBeing an Arachne, Sheryl can weave her threads to make clothing and other textile products out of her thread. There is a limit to how much she can produce, as it requires quite a bit of stamina and she needs to be well fed to produce good quality thread.
CleaningThe basic skills require to gracefully clean a room.
An Arachne Maid!! Woohoo!! Both of our chars can weave stuff too and have same age.

*adds to Vivis' potential partner list*
 

Ddraig

<First Dragon of SHF> <Pokemon Goddess of NuF>
Joined
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Messages
557
Points
133
:blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww:

It's honestly kinda hard to think of much things to consume money tbh... I mean, it obviously depends on each character, but mine has pretty much nothing she wants to buy aside from a temple! xD

So money for the most part for me is worthless regardless of what money sinks are added... >.>

It's always good to have some ways to spend money though~
How would you feel if any and all customization/items/learning skills require spending gold through npc shops or player trades?
 

AliceShiki

Magical Girl of Love and Justice
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Messages
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How would you feel if any and all customization/items/learning skills require spending gold through npc shops or player trades?
I feel like it would be too restricting and take some of the freeform nature of the game.

Having the option is always welcome though~


I went to see your character and for a moment I read necromancer as nekomancer.

Nice to know~
Why is this within a table?

And a nekomancer would be cute~
 

SpearOfLies

Well-known member
Joined
Jan 7, 2019
Messages
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68
We could implement a fine system. :blobrofl:

If adventurers cause collateral damage, fine them. Run up a tab lol.

Obviously the goal is to keep everyone broke.

And also maybe more things for people to dump their money on could help. Like renting an apartment or buying a house.
Lol.
Sadly some people can easily get piss off if they feel they didn't do anything wrong and you fine them.

Making a system where they can dump money is tricky and most of the time doesn't really solve the problem and instead, it makes it worse.

At the end I prefer it depend mostly for the (poor) common sense(-chan) of the player to decide to how to handle money and give some guideline to what you should and shouldn't do.

:blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww: :blob_aww:

It's honestly kinda hard to think of much things to consume money tbh... I mean, it obviously depends on each character, but mine has pretty much nothing she wants to buy aside from a temple! xD

So money for the most part for me is worthless regardless of what money sinks are added... >.>

It's always good to have some ways to spend money though~
You can always build an orphanage and spend your money for the poor children.
 
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