Adventurer's Guild Adventurer's Guild - OOC Room

Feathers95

Well-known member
Joined
Oct 26, 2019
Messages
1
Points
118
has there been anything new these past two days? (in terms of map/lore)
I haven't read everything, but I think there's been some updates to the shady apothecary storyline if you were keeping up with that ^^

Also, there's a new interesting storyline(Tear of the Gods) that may tie into your warring clans idea from a while back?

And, Felicia went to visit the lizardmen and offered them the gifts provided by the guild. I haven't written their response yet though, so all we really know is that one tribe is friendly(Taeruga) and one tribe hunts other races(Marashaw).

And GM/ohko has been hard at work creating lovely quests for the Gelderholm quest board :blob_aww: :blob_aww:
 

AliceShiki

Magical Girl of Love and Justice
Joined
Dec 23, 2018
Messages
3,529
Points
183
On a side note, I was trying to think on how to "solve" those recent plotlines with stuff like a thousand of slimes, demons appearing in the city, some shady organizations behind the apothecaries and what not... And like... It's certainly not the only method, but in old AG we used to make those things culminate in a Raid.

As for what was a Raid? It was kinda like the Freestyle RP thread, but with a few restrictions... Like, we put a maximum word count per post in order to keep things dynamic and avoid having someone do a myriad of things in a single post. (usually something between 500-1000 words. I liked 750 words, personally speaking) And we also prohibited double posting. Oh, and all posts had to be "OPEN", so anyone could always hop into whatever you were doing and interfere with it in some way.

But uhn... to better explain it, let me try to give an example. Let's assume a bandit army is attacking Scribel. (because hey, why not?)

What would usually happen in is that the GM team would determine a duration for the raid, and give some rough details about what the Bandit Army was doing, and then give a few tasks for the players to handle. This would "Open" the raid.
From that point, players basically had to interact with things just like they do in the Freestyle thread in order to clear the objectives that the GMs put up... Then we'd add some twist based on our evil behind-the-scene plans and on the player's actions and give new tasks to the players... And so on forth until the Raid ended, which usually lasted 3 or so days.
... It often times also had a Raid boss or something, though in all honesty I never liked any of the executions we got with Raid Bosses, so I won't bother with explaining how we made it work.

I really liked the raids system and it was a lot of fun (most players liked it too!), but uhn... It was very taxing on the GM team because we needed to prepare quite a few things to keep the raid exciting for 3ish days and we needed to constantly keep watch on the thread throughout the days of the raid because we needed to know when to drop our planned twists, or adapt them based on what players did... Or come up with something new on the spot because someone did something we didn't expect.

And well, with the way this version of AG works with a less intensive GM participation and relying mostly on players for doing everything, this model plain and simply wouldn't work. (besides, I doubt Ohko has the time to invest on that... >.>) So some adaptations would be needed.

Most simple thing I could think of was that the players would have to plan how the attack would start in the OOC Thread, and then someone would post it on the Freestyle Thread to kick things off. Afterwards, we'd just need to add twists and what not on the spot as we felt like it could be fun. Until we felt like it would be a good point to close the raid off by finishing the enemies off or forcing their retreat and what not.

... I'm not sure if this would really work tbh, or if it's even necessary. But it was something very fun that happened in old AG, so I thought I'd at least share the concept and see what everyone thinks~
 
D

Deleted member 1244

Guest
On a side note, I was trying to think on how to "solve" those recent plotlines with stuff like a thousand of slimes, demons appearing in the city, some shady organizations behind the apothecaries and what not... And like... It's certainly not the only method, but in old AG we used to make those things culminate in a Raid.

As for what was a Raid? It was kinda like the Freestyle RP thread, but with a few restrictions... Like, we put a maximum word count per post in order to keep things dynamic and avoid having someone do a myriad of things in a single post. (usually something between 500-1000 words. I liked 750 words, personally speaking) And we also prohibited double posting. Oh, and all posts had to be "OPEN", so anyone could always hop into whatever you were doing and interfere with it in some way.

But uhn... to better explain it, let me try to give an example. Let's assume a bandit army is attacking Scribel. (because hey, why not?)

What would usually happen in is that the GM team would determine a duration for the raid, and give some rough details about what the Bandit Army was doing, and then give a few tasks for the players to handle. This would "Open" the raid.
From that point, players basically had to interact with things just like they do in the Freestyle thread in order to clear the objectives that the GMs put up... Then we'd add some twist based on our evil behind-the-scene plans and on the player's actions and give new tasks to the players... And so on forth until the Raid ended, which usually lasted 3 or so days.
... It often times also had a Raid boss or something, though in all honesty I never liked any of the executions we got with Raid Bosses, so I won't bother with explaining how we made it work.

I really liked the raids system and it was a lot of fun (most players liked it too!), but uhn... It was very taxing on the GM team because we needed to prepare quite a few things to keep the raid exciting for 3ish days and we needed to constantly keep watch on the thread throughout the days of the raid because we needed to know when to drop our planned twists, or adapt them based on what players did... Or come up with something new on the spot because someone did something we didn't expect.

And well, with the way this version of AG works with a less intensive GM participation and relying mostly on players for doing everything, this model plain and simply wouldn't work. (besides, I doubt Ohko has the time to invest on that... >.>) So some adaptations would be needed.

Most simple thing I could think of was that the players would have to plan how the attack would start in the OOC Thread, and then someone would post it on the Freestyle Thread to kick things off. Afterwards, we'd just need to add twists and what not on the spot as we felt like it could be fun. Until we felt like it would be a good point to close the raid off by finishing the enemies off or forcing their retreat and what not.

... I'm not sure if this would really work tbh, or if it's even necessary. But it was something very fun that happened in old AG, so I thought I'd at least share the concept and see what everyone thinks~
also a side note I am looking into a self managed story line management thread template drafting in later tonight
 

GM

Well-known member
Joined
Feb 16, 2020
Messages
0
Points
92
@GM, how do I evaluate #594? The dissonance between the power level and the expected power level for level 1 made me hestitant.
You can leave an OOC remark saying that you're uncomfortable about the power level.

If it becomes a repeated issue, we can talk about it more.

Also, if there are that merchant guild license as level 3 quest reward, should the requirement for merchant permit be amended to include that? @GM
Ah, in my head, they're slightly different things. A permit to have a market stall is a little bit different from membership in the guild, since anybody can apply to be in a stall.

I haven't thought too carefully about what a guild license might entail, but I'm leaning more towards something similar as the diplomat license. Characters might be able to rent a wagon or something.

Oi! I thought we were in a generic medi-fantasy setting! >.<
:blobrofl: I know that Alice is fond of medi-fantasy, and the original AG is strictly medi-fantasy, but I'm personally fine with a looser universe. As long as the regions are somehow distinct -- if there is mysteriously a sci-fi-style robotic kingdom, personally I don't think I'm altogether against it.

I think one of the appeals of a multiverse (everyone's characters are all multiverse) is sort of throwing characters in unfamiliar settings.

On a side note, I was trying to think on how to "solve" those recent plotlines with stuff like a thousand of slimes, demons appearing in the city, some shady organizations behind the apothecaries and what not... And like... It's certainly not the only method, but in old AG we used to make those things culminate in a Raid.

As for what was a Raid? It was kinda like the Freestyle RP thread, but with a few restrictions... Like, we put a maximum word count per post in order to keep things dynamic and avoid having someone do a myriad of things in a single post. (usually something between 500-1000 words. I liked 750 words, personally speaking) And we also prohibited double posting. Oh, and all posts had to be "OPEN", so anyone could always hop into whatever you were doing and interfere with it in some way.

But uhn... to better explain it, let me try to give an example. Let's assume a bandit army is attacking Scribel. (because hey, why not?)

What would usually happen in is that the GM team would determine a duration for the raid, and give some rough details about what the Bandit Army was doing, and then give a few tasks for the players to handle. This would "Open" the raid.
From that point, players basically had to interact with things just like they do in the Freestyle thread in order to clear the objectives that the GMs put up... Then we'd add some twist based on our evil behind-the-scene plans and on the player's actions and give new tasks to the players... And so on forth until the Raid ended, which usually lasted 3 or so days.
... It often times also had a Raid boss or something, though in all honesty I never liked any of the executions we got with Raid Bosses, so I won't bother with explaining how we made it work.

I really liked the raids system and it was a lot of fun (most players liked it too!), but uhn... It was very taxing on the GM team because we needed to prepare quite a few things to keep the raid exciting for 3ish days and we needed to constantly keep watch on the thread throughout the days of the raid because we needed to know when to drop our planned twists, or adapt them based on what players did... Or come up with something new on the spot because someone did something we didn't expect.

And well, with the way this version of AG works with a less intensive GM participation and relying mostly on players for doing everything, this model plain and simply wouldn't work. (besides, I doubt Ohko has the time to invest on that... >.>) So some adaptations would be needed.

Most simple thing I could think of was that the players would have to plan how the attack would start in the OOC Thread, and then someone would post it on the Freestyle Thread to kick things off. Afterwards, we'd just need to add twists and what not on the spot as we felt like it could be fun. Until we felt like it would be a good point to close the raid off by finishing the enemies off or forcing their retreat and what not.

... I'm not sure if this would really work tbh, or if it's even necessary. But it was something very fun that happened in old AG, so I thought I'd at least share the concept and see what everyone thinks~
I'll support anything that the players want to do! ^^

I won't be running it though! :blobrofl: I don't have the time haha

I might be the only one using it tho
I'd love to see it!
 

Yorth

Swordman
Joined
Jan 4, 2019
Messages
243
Points
133
I think we should start the diplomatic quest with gelderholm so that we can explore that region a bit more. That way I can also update the map (as of this point, there hasn't been any addition that warrants an update).
 
D

Deleted member 1244

Guest
Plez help me draft my quest.
Covert Intel Quest: Arrow in a Maelstrom
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Sponsor
Scribel City Adventurer's Guild​
Location
Region West of Asteria​
Level Requirement
Level 5​
Special Options
must know magic to examine the Nomad's bow.​
Objectives
  • Talk to residents of Asteria
  • Travel further West from Asteria
  • Investigate the origins of the Nomad's Bow and why it was important
  • Don't get caught by hostile forces.
  • (optional) corroborated and discover details of the western region, found in the Blood stained Journal
Description
Recently, the adventurer Zorion was attacked while he was on duty at the Asteria relay station by individuals dressed in light nomadic garb. The guild has reason to believe the attack had something to do with a short bow.

Our staff sensed trace amount magic on the bow but were unable to decipher the reason for it, nor ascertain its relevance. Feel free to examine the bow if you wish, but it will be ill advised to take it with you on your quest.

The guild would like you to head to Asteria Village. Use the village as base and investigate rumours and the movements of the nomads and become familiar with the various powers of influence in the region. Find out why the nomads want the bow or the person that owned the bow.

If the rumours and hearsay in Zorion’s report holds true, the western Region beyond Asteria is a tinderbox of political and military tensions. Tread with care and avoid combative scenario. If experienced warriors described in the report roam freely in the western region, most prolonged hostile engagement might prove to be fatal.
Reward
EXP:
300
Money:
50
Items:
none
*Quest is repeatable until, there is enough information to create a quest to resolve the Nomad's bow mystery.
if there is no major dispute on this quest I will be posting it
 

AliceShiki

Magical Girl of Love and Justice
Joined
Dec 23, 2018
Messages
3,529
Points
183
:blobrofl: I know that Alice is fond of medi-fantasy, and the original AG is strictly medi-fantasy, but I'm personally fine with a looser universe. As long as the regions are somehow distinct -- if there is mysteriously a sci-fi-style robotic kingdom, personally I don't think I'm altogether against it.

I think one of the appeals of a multiverse (everyone's characters are all multiverse) is sort of throwing characters in unfamiliar settings.
It's your post in the Registration thread that said that! xD

... Also, AG v2 was strictly medi-fantasy. AG v1 had some pretty advanced Sci-fi thingies... >.>
Yo, mind linking it here?
First Post of Library Thread has a permanent link to it! ^^)/

 
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GM

Well-known member
Joined
Feb 16, 2020
Messages
0
Points
92
I think we should start the diplomatic quest with gelderholm so that we can explore that region a bit more. That way I can also update the map (as of this point, there hasn't been any addition that warrants an update).
I endorse this motion!

I'm up to Level 7 on creating Gelderholm quests. :blob_evil_two:

I think that's Feather's level so as soon as someone posts that quest report, we can open the region.
 
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