Aye aye, that's a fair reasoning, I just worry about money becoming pointless as people raise ranks and get more and more money, so the prices for things start becoming trivial, so we need more and more money sinks or really expensive stuff to buy.
And when the basic mundane stuff is already cheap, it becomes a bit hard to make some other cooler stuff too much above it, so I'd usually prefer to have expensive mundane stuff to better control the overall amount of money circulating.
Ah, I see what you mean now! You were thinking way more long-term than me haha. It would indeed be better if most of us had a lot less money than we do now. You've convinced me!
@ohko@GM are you fine with changing up the prices? I'll have to trouble you to make the changes if you are, or if you're busy I'll send you the tables with the edited values in tomorrow ^^ also i like the idea of a junkyard type shop!
Ah, I see what you mean now! You were thinking way more long-term than me haha. It would indeed be better if most of us had a lot less money than we do now. You've convinced me!
@ohko@GM are you fine with changing up the prices? I'll have to trouble you to make the changes if you are, or if you're busy I'll send you the tables with the edited values in tomorrow ^^ also i like the idea of a junkyard type shop!
Ah, btw @GM, you still running with the idea that we may ask a higher ranked adventurer to give us a rank up quest or does everyone need to go through the standard one?
Ah, btw @GM, you still running with the idea that we may ask a higher ranked adventurer to give us a rank up quest or does everyone need to go through the standard one?
Ah, I see what you mean now! You were thinking way more long-term than me haha. It would indeed be better if most of us had a lot less money than we do now. You've convinced me!
@ohko@GM are you fine with changing up the prices? I'll have to trouble you to make the changes if you are, or if you're busy I'll send you the tables with the edited values in tomorrow ^^ also i like the idea of a junkyard type shop!
While we're still on the topic of progression. I'm curious on the train of thought used on the gameplay loop on this AG. Other than increased numbers and stronger weapons what keeps the player going other than the RP itself of course. (Sorry if it's really obvious and I just haven't noticed it. I played the other versions of AG found it hard to keep going. So this has been burning a hole in my chest for a while.)
While we're still on the topic of progression. I'm curious on the train of thought used on the gameplay loop on this AG. Other than increased numbers and stronger weapons what keeps the player going other than the RP itself of course. (Sorry if it's really obvious and I just haven't noticed it. I played the other versions of AG found it hard to keep going. So this has been burning a hole in my chest for a while.)
The Scribel Region will probably cap out in guild quests around level 6-8, forcing players to move onto new regions.
Basically, part of it depends on how quickly the GM team can stay ahead with creating new content ahead of the players.
This version of AG also has a relatively strict power progression ("in theory") defined in the levels on the registration page.
And then a steady influx of new players. To me, it is extremely important to keep the game approachable and easy to comprehend to anyone who decides to walk in, even months (or perhaps years?) from now.
Finally, I've personally always held a strong interest in more slice-of-life content as opposed to the classic "kill stuff" RPG content. IMO, if players get attached to the softer stuff (e.g. intercharacter relationships, random stuff), they are more likely to stay.
The Scribel Region will probably cap out in guild quests around level 6-8, forcing players to move onto new regions.
Basically, part of it depends on how quickly the GM team can stay ahead with creating new content ahead of the players.
This version of AG also has a relatively strict power progression ("in theory") defined in the levels on the registration page.
And then a steady influx of new players. To me, it is extremely important to keep the game approachable and easy to comprehend to anyone who decides to walk in, even months (or perhaps years?) from now.
Maybe a raid or two occasionally? Ah, but that's a lot of work, and I'm totally not volunteering, because when I try to come up with raid content it usually goes...interestingly. Alice knows.
I'd like to have the option to request the higher ranked adventurers to give a rank up quest, though my motives are quite selfish, because like... I can't imagine Nene ever completing the E-rank quest! xD
I mean, surviving for 2 weeks in a hostile environment would probably be impossible for her even with her talismans... >.>
And then she needs to steal an egg which goes against her moral principles and would be considered like an unholy action by her... >.>
Well... She isn't exactly suited to the adventuring life in all honesty, so my case is pretty unusual, but for me it would be nice to have the option! xD
I'm fine either way though, I can have fun doing what appears for low levels anyways~
While we're still on the topic of progression. I'm curious on the train of thought used on the gameplay loop on this AG. Other than increased numbers and stronger weapons what keeps the player going other than the RP itself of course. (Sorry if it's really obvious and I just haven't noticed it. I played the other versions of AG found it hard to keep going. So this has been burning a hole in my chest for a while.)
I think it's hard to keep people motivated long-term regardless of what is done to the game... Except for the RP itself and stuff.
I mean, I'd be very happily surprised if there were long-term ways of keeping people invested due to in-game things tbh, just uhn... Well, I certainly wasn't able to make them back when I was the one GMing! >.<
I was just playing with the idea some people would be there for the RP itself for a long time, and that most people would come in, play for a while and leave... I'm looking forward to the future though! Would be great if this game could keep prospering with a strong active playerbase! \(^^)/
Maybe a raid or two occasionally? Ah, but that's a lot of work, and I'm totally not volunteering, because when I try to come up with raid content it usually goes...interestingly. Alice knows.
Maybe a raid or two occasionally? Ah, but that's a lot of work, and I'm totally not volunteering, because when I try to come up with raid content it usually goes...interestingly. Alice knows.
Although, I'd like to think that the design of this AG version is also heavily player-driven.
Aside from the guild quests (which are supposed to be repeatable), the players should be able to get together and do almost anything.
I'd encourage players to go crazy with somehow moving a series of custom quests towards a huge plot event and "raid"~
In fact, I would say don't wait for me (@GM / @ohko) to give you a thumbs up. if you have an idea, plan it yourself! You can make it happen! I believe in you! *cheers on*
In fact, I would say don't wait for me (@GM / @ohko) to give you a thumbs up. if you have an idea, plan it yourself! You can make it happen! I believe in you! *cheers on*
I'd like to have the option to request the higher ranked adventurers to give a rank up quest, though my motives are quite selfish, because like... I can't imagine Nene ever completing the E-rank quest! xD
I mean, surviving for 2 weeks in a hostile environment would probably be impossible for her even with her talismans... >.>
And then she needs to steal an egg which goes against her moral principles and would be considered like an unholy action by her... >.>
Well... She isn't exactly suited to the adventuring life in all honesty, so my case is pretty unusual, but for me it would be nice to have the option! xD
I'm fine either way though, I can have fun doing what appears for low levels anyways~
I think it's hard to keep people motivated long-term regardless of what is done to the game... Except for the RP itself and stuff.
I mean, I'd be very happily surprised if there were long-term ways of keeping people invested due to in-game things tbh, just uhn... Well, I certainly wasn't able to make them back when I was the one GMing! >.<
I was just playing with the idea some people would be there for the RP itself for a long time, and that most people would come in, play for a while and leave... I'm looking forward to the future though! Would be great if this game could keep prospering with a strong active playerbase! \(^^)/
Oh whelp I'll take your word for it then. Hopefully the expansion from the region will help later on.
Btw, did the mentor system in the last game help? If I recall correctly there was a way to learn skills from NPCs (Granted I didn't use it because I couldn't track down many examples.That and the fact there wasn't a skill list so I was kinda afraid of doing something I shouldn't)
Planet-eaters, mountain farters (people that could destroy mountains with farts), world-ending scenarios, a heavenly-cosmic-divine-dragon-like entity that ruled over the multiverse and moved the world to a pocket dimension, a herald of the chaos that created the fabric of the universe and many more absurdly bonkers stuff that should have been reigned in from the start in any remotely-planned roleplay! xD
Oh whelp I'll take your word for it then. Hopefully the expansion from the region will help later on.
Btw, did the mentor system in the last game help? If I recall correctly there was a way to learn skills.(Granted I didn't use it since there wasn't many example I could track down. That and weren't a skill list so I didn't exactly want to disrupt anything.)
I'm more interested in the regional event every once in a while. Like, Christmas theme even in the winter time or something.
For me, I love to craft a series of open-end worldbuilding that left the mysterious finding hanging in the dark. The slice-of-life roleplaying is relaxing too, but I'm more of a plot guy than that. Example, I've been pushing this demon and their cultists' event with another person for a little bit now ( thanks @Bochi ! It's been fun following your storyline. ) Now, I've set my eyes on the slime horde event so I'll be writing for that in a bit.
Also, weird flex, but while others were forging plot forwards, I love to forge it backwards.
The idea that the world is ancient and there are many unexplored secrets filled me with determination!
Although, I'd like to think that the design of this AG version is also heavily player-driven.
Aside from the guild quests (which are supposed to be repeatable), the players should be able to get together and do almost anything.
I'd encourage players to go crazy with somehow moving a series of custom quests towards a huge plot event and "raid"~
In fact, I would say don't wait for me (@GM / @ohko) to give you a thumbs up. if you have an idea, plan it yourself! You can make it happen! I believe in you! *cheers on*
I'm more interested in the regional event every once in a while. Like, Christmas theme even in the winter time or something.
For me, I love to craft a series of open-end worldbuilding that left the mysterious finding hanging in the dark. The slice-of-life roleplaying is relaxing too, but I'm more of a plot guy than that. Example, I've been pushing this demon and their cultists' event with another person for a little bit now ( thanks @Bochi ! It's been fun following your storyline. ) Now, I've set my eyes on the slime horde event so I'll be writing for that in a bit.
Also, weird flex, but while others were forging plot forwards, I love to forge it backwards.
The idea that the world is ancient and there are many unexplored secrets filled me with determination!
On a random side note, I'm not quite sure how Ohko is planning to handle events and what not (or if there is a plan) in this game, but back in old AG, they took a lot of work, so like... Making events for every remarkable seasonal date was tantamount to suicide. We tried it for a small while and gave up very quickly... *shivers*
I guess just posting something about it in the tavern is fine, maybe tagging @GM about it or something~
On a random side note, I'm not quite sure how Ohko is planning to handle events and what not (or if there is a plan) in this game, but back in old AG, they took a lot of work, so like... Making events for every remarkable seasonal date was tantamount to suicide. We tried it for a small while and gave up very quickly... *shivers*
Missing Children
Sponsor: Scribel City Adventurer's Guild Location: Scribel City Required Level: 2 Objectives:
Locate a missing child and reunite them with their family.
Explanation:
What? You want to see the missing persons list? Well... sure. Some of them might just be kids who ran away from home, but it's dangerous out there. If you could find one of them, it would really help.
Rewards:
EXP: 110
Money: 40G
It was sunny that day. Lib, who woke up with a hangover after celebrating her level up, went to the adventurer guild. As it was, the adventurer guild was bustling with activity.
"... Another missing child?" one of the clerk said.
"Yeah, it is 12th case this month. None of them had been found out yet."
"But, didn't we apprehend the culprit of the last month? If I remembered correctly, he was still behind bars, right?"
"That's right. That's why it was worrying. three people had been apprehended and found guilty. Yet the missing children case is still ongoing. It's possible that there was an organization behind it. All of the children from three months ago had been found dead, though. The first one is a killer, and the last two is kidnapper. Honestly... I feel like we had to increase the public safety inside of the city."
"Well... we could only leave it to those guards, I guess. And those adventurer folks too. Hopefully we can find some and return them. Okay, I'll post the request on the quest board. See you later."
'Missing children?' Lib pondered. After a moment, she decided to take the quest. She looked at the quest board and found each child's entry in the missing person list. As she copied the entries to her notebook, she went to the library to arrange the information.
Name
Sex
Age
Last Seen
Physical Characteristics
Notes
Alicia
F
10
28th @marketplace in the afternoon
Blonde hair, blue eyes
Beth's Twin
Beth
F
10
28th, @marketplace in the afternoon
Blonde hair, blue eyes
Alicia's twin.
Clare
F
11
21st, in the middle of the night @home
White hair, red-eyes
Family was murdered
Cassandra
F
13
22nd, @park in the afternoon
Blonde hair, blue eyes
Dietrich
F
11
16th, unknown
silver-eyed
orphanage children, reported at 17th
Europa
F
11
1st, @home between night and morning
Black hair, red-eyes
Family was murdered
Flora
F
12
25th, @park
Blonde hair, blue eyes
Galatea
F
13
19th, @street, evening
Blonde hair, green eyes
Her friends saw her being pulled to an alley before being put to sleep
Irene
F
13
4th, @park in the afternoon
Blonde hair, blue eyes
Jean
F
12
13th unknown
silver-eyed
orphanage children, reported at 17th
Karla
F
11
10th Unknown
silver-eyed
orphanage children, reported at 17th
Lucia
F
11
7th Unknown
silver-eyed
orphanage children, reported at 17th
Other than all of them being female of the age 10 to 13 years old, there were no commonalities among them. Clare also stood as the only child who was missing not within 3 days of each other. It was possible that the girl Europa was not among those kidnapped, but she withheld her judgment. Seeing that she had no more clue, she decided to visit the orphanage.
The orphanage was located to the south of the city, near the southern outpost. The carriage driver she went with told her scary stories about the orphanage. Apparently, the children of the orphanage was at the threshold of demonification, thus they were isolated. They all have the characteristics of having silver-eyes.
When she arrived, she saw a stone wall encircling the orphanage. The stone wall was tall, as high as 5 meters give or take. There was only one gate she could see, with heavy oaken door isolating the orphanage from the rest of the world. From the outside, her first impression that the orphanage was a fortress.
She knocked on the gate. She heard a heavy bolt of steel being moved, and the gate slowly groaned as it was being opened. She saw a young girl, younger than her in front of her opening that gate.
"..." The girl was silent. She stared at Lib with her silver eyes, never blinking even once.
Lib felt uncomfortable. The girl felt like she could murder her at anytime and Lib would be helpless to stop it. She felt powerless in front of the girl. In fact, when the gate was opened, the heavy atmosphere made her feet trembled. As Lib stood in front of the girl, the girl moved and muttered,
"come."
The girl walked inside, and Lib could only follow her. As she entered the orphanage, the door moved shut on its own, and the bolt moved to lock the door. Inside, she could see a well maintained garden at one side, and the building made of stone on the others. Even with the vibrant garden, it felt cold somehow inside of that place.
The girl motioned to her to enter the building. As she entered, all of the children inside of the room gazed onto her. Each of their gaze felt heavy, some as heavy as the previous girl. It lasted just for a moment, but that moment may as well be an eternity as she was unable to breathe and felt like she would die.
Lib was aware of each of the children's presence, even as they focused on their own activity. She stood there until the girl took her hand and tugged on her slightly.
"Follow me."
As she went with the girl, the girl leads her to a room, which was apparently the matron's office. As she entered, she met face to face with the matron of the orphanage.
"Matron, visitor." The girl said.
"Thank you Clarice, you can leave." The matron replied.
Clarice went outside and left Lib alone with the matron.
"So..." The matron began. "You are here to ask about the missing children?"
"Yes. my name is Lib. I wanted to inquire about those children, if I may?"
"Well, if those children of mine was among the suspected kidnapped children, I'd say that you have no hope of completing this quest." The woman said, her expression neutral.
The woman turned his back on me, and said, "All of the children here are partially awakened. There is simply no way for a kidnapper to break through the gate and kidnap one of the children. No, I suspect that those children left on their own will."
The woman then opened the cabinet, and gave Lib four folder, each titled "Dietrich", "Jean", "Karla", and "Lucia".