Adventurer's Guild Adventurer's Guild - OOC Room

FlutterOfCrows

Well-known member
Joined
Apr 11, 2019
Messages
82
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123
I've updated Hejlikka's and Julrik's information sections so people know who these NPC's have interacted with.
|.o)
Do say if I missed your character interacting with them.
|.<)

X
Interested in interacting with them, anyway able to?
 

Nahrenne

Pure and Innocent Maiden~
Joined
Jan 2, 2019
Messages
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153
btw I did not really take part with the nuf version of this, how is it different?
Both AG's in NUF required permanent staff members where you had to tell a staff member the quest you wanted to do and then tag that same staff member to evaluate the quest report.
The power levels of characters were very loose in the first one - with a literal planet eater and some gods as PCs
The power levels weren't strictly enforced in the second AG, leading to that also becoming very loose over time

The first AG had no time limit on quests, but the quests were always the same with no thought into the ecosystem of the world.
The second AG had a 1 week time limit on quests after they were put up, with the quests refreshing every week - although with staff members being MIA for a long time people ended up stuck with un-refreshed quests.

Players couldn't make custom quests, but they could PM a staff member with quest ideas for the second AG.

Um...I can't really remember what the other differences were...

X
 

Epsil

Well-known member
Joined
Jan 9, 2020
Messages
39
Points
123
Both AG's in NUF required permanent staff members where you had to tell a staff member the quest you wanted to do and then tag that same staff member to evaluate the quest report.
The power levels of characters were very loose in the first one - with a literal planet eater and some gods as PCs
The power levels weren't strictly enforced in the second AG, leading to that also becoming very loose over time

The first AG had no time limit on quests, but the quests were always the same with no thought into the ecosystem of the world.
The second AG had a 1 week time limit on quests after they were put up, with the quests refreshing every week - although with staff members being MIA for a long time people ended up stuck with un-refreshed quests.

Players couldn't make custom quests, but they could PM a staff member with quest ideas for the second AG.

Um...I can't really remember what the other differences were...

X
i likew this one :)
 

ohko

tilda~ me~ home~ ♪
Joined
Dec 23, 2018
Messages
347
Points
133
:blob_hmm: :blob_hmm: :blob_hmm: :blob_hmm:
Who do you know me as.... ? Fabulist? or OmniRex or Clonehunter?
:OOO I didn't know who you were! Now I know!
Eeeh? So I have to make a character (i.e. a PC) to make quests?
Hmm, I think so, although I'm not actually sure...
@ohko!
@GM!

X
Nope! You don't have to have a character to make custom quests.

You can make quests by random NPCs (e.g. Farmer Bob wants lizard cake!) or you can make quests sponsored by the guild provided you believe that the guild would consider it to be in the guild's interest.
 

Nahrenne

Pure and Innocent Maiden~
Joined
Jan 2, 2019
Messages
1,100
Points
153
How about no? My passion lies in deceit; spreading false truths based off others' reactions. In other words: forum mafia.

I am a reactor. Not a (freestyle) actor.
I choose an option. I don't make the options.
Are you powered by nuclear fission?
|.o)

X
 

Zoey

Mustachu
Joined
Oct 21, 2019
Messages
133
Points
133
Sil approaches the receptionist table. He drops a package that contains a report and few documents and unopen letters.

In the evening, I arrived at Albatross fortress near the Lizardman lake to gather information. I met with the leader of the Searock Tribe that just came out from the meeting with other representatives.

“Nice to meet you Cheiftain. I’m Sil Fulgur. I come here to scout and hopefully rescue human captives in Eastern Lizard tribes. I wish you could let me stay for the night.”

“We welcome you young adventure. The name’s Zaurusu… *sniffs* By the way, you ssmell like uss. Did you met our kin before reaching here?”

“No, I might be considered related to you guys but I’m like really really distant relative. I’m half-dragon. I also have read the letter, I believe that we can establish good relations between the tribes and Scribel town.”

“Really!? Ain’t that some presstige bloodline you got there! Well. We didn’t actually write the letter. Our friend helped us with that. I’ll introduce to you later after we are insside.“

He showed me the room I would be staying and lead me to the dining area. He stood next to the campfire to gain attention and shouted.

“My fellow lizardman! Today, We have a guesst with our blood from our future ally to join uss in a banquet today. Let’s feassst!”

A loud roar erupted from all lizardman and everyone started eating and drinking. I’ve met the leader of major lizardman tribes that day. When the banquet ends, I was led to the man with a white robe that looks like a priest or shaman.

“Sil Fulgur. Thank you for supporting Lizardman, we are indebted to you.”

“Nice to meet you, I’m Marcus Hill. It is normal to help the community to grow bigger. I hope you good luck with tomorrow operation. Please take some rest. We can have a chat anytime.”

“Thank you, Mr. Marcus.” I went back to my room after saying goodbye.

While everyone was sleeping, I looked for the room that Marcus using as his office. I found his room in the corner of the fortress. I searched around the room and checked for surveillance runes. Once, I’m sure that there was no trap inside and outside, I searched through the stuff inside the room.

‘Too many documents for the group that only starts a diplomatic relationship. What do we have here… A letter to Holy Human Empire? Isn’t that place believed in human supremacy?’

It would be suspicious to open the letter and reseal it so I took a few of the letter and hide it inside my clothes. I spent about hours looking through documents on the shelves and table. Most files are about reporting what happens in the swamp with both eastern and western factions being the subjects. The documents that seem to be recently written are recording ‘our’ movement related to the swamp.

*sighs* “Troublesome. I actually need to scout the area in the west.”

I went back to my room and take a nap until the sun came up. I departed from the fortress with Burkza Tribe and continue to the northeast. I looked into the village near the edge of Greater Swamplands. There were no human captives inside the village since there is a fort near the village. I assumed that they either keep the captives inside the fort or village deeper in the swamp.
Zaurusu - Searock Tribe Chieftain
Tazinak - Burkza Tribe Chieftain
Shrex - Taeruga Tribe Representative
Marcus Hill - Counsellor
Kyucuru - Unconfirmed
Akraza - Unconfirmed
Xeresza - Unconfirmed
@ohko you should probably update the Lizardmen Dossier quest.
 

AliceShiki

Magical Girl of Love and Justice
Joined
Dec 23, 2018
Messages
3,529
Points
183
I can't find strike through on mobile so I improvised
Oh yeah, the option isn't easily available on mobile.

You can always put your text between [S][/S] tags to strike it though~
...I still kinda don't believe this lived on.
...it's nice to see though.
Well, it's a new version, so it didn't exactly live on, it was created anew! \(^^)/
It ok, if someone really remembers what I am like, then I won't be doing my job properly.
I remember you far too well though! XD
btw I did not really take part with the nuf version of this, how is it different?
Lots of differences actually~

AG v1 had a similar idea to this version, but the main difference was that... Nobody had a clue on what they were doing and nobody imagined the scope things would grow to.

Then we also had the bad luck of having a very strong god modder that kinda took the game on their hands and power creeped everything into oblivion, which created a mega spike of power super early, which made huge ramifications that lasted until the end of the game...

Not to mention there were no archives of any sort, so any lore was only known by old timers that had been playing for a while, and anyone wanting to know what things in the map meant had to ask and hope someone that was around back in the day knew about it...

And by the time the game got any sort of real organization, most of the damage was already done, so we had cosmic entities, planet eaters and world-ending threats working as mid ranked adventurers and stuff~

In other words, it was a mess... Still, it was somehow a very fun mess, even with all its flaws. In all honesty, the biggest flaw when compared to this version of AG is that we didn't have a good variety of quests, so they kinda became a chore after a while and most people resorted to doing only side stories instead of quests because nothing interesting was there for them...

And yes, having planet eaters was surprisingly not a big problem. I mean, it was a problem for staff for sure, since making any content was extremely hard because... "Why can't the planet eater solve this by themselves?" Was a constant question in our heads... But having a wonky crazy bonkers Power Level game was fun in its own right~

I mean, I even made my character become a Goddess at one point, and she was one of the most balanced characters! XD


AG V2 OTOH had a bunch of good ideas, but some were poorly executed, others were simply good in theory, but bad in practice.

We tried making a more well-grounded lore with a wiki for one... But I was basically maintaining it alone, which was one of the many factors that overworked me to death and killed the game.

We also tried having a solid control of power level... But some trustworthy players started going haywire with it very early on, and I was kinda troubled on how to tell them, that were my friends, to tone things down, so I didn't do much and... Well, people escalated their powers far beyond what I was comfortable with them doing even though it was said pretty often with big and bold letters that it was a low power level roleplay... T.T

We also had a weekly quest system. Rather than having everstanding quests like we have here, we had a board that changed quests every week and if you took longer than that week to clear the quest, it was deemed as failed... At first it worked really well and was pretty fun, but... As some of the staff members got busy with RL, I ended up being the one that got to make the quests on top of being the head GM, taking care of RL, reading everything, preparing events, maintaining the wiki, appraising reports and... Well, I got very overworked, so the quests stopped coming after a while, which kinda killed the game.

Also, I had the vain hope that people would at least try reading related reports or related wiki entries to a quest when one quest obviously alluded to something else... And I was immensily disappointed when time and time again this hope was met with someone making a completely unrelated report to what was already established, which made making chain quests extremely tough... By the time I had the obvious idea of linking to previous quests or to related wiki entries, the game was sadly on its way down because I was too overworked already though.

What else...? We also had a dungeon exploration system where we had a GM-driven dungeon exploration thingy... The idea was nice, but in a freeform roleplay, having a place where you fight monsters on top of monsters without any real interaction was actually a terrible idea. I should have realized that still in the draft stages, but it somehow made all the way to the final game.


And uhn... I think those were it? Nahrenne covered the rest, though there was one she got wrong, so let me correct that.

Oh, and in both versions a staff member had to appraise your quests, instead of using peer-review like we use now... Of all ideas Ohko had for this game, I definitely think this was the best one~ <3
Players couldn't make custom quests, but they could PM a staff member with quest ideas for the second AG.
Actually, in both versions of NUF AG, you could make custom quests.

In AG V1 almost nobody knew about it though, so it was almost never used.

In AG V2 it was used fairly often though. Almost all weeks I had a custom quest or two put up, though I only allowed custom quests from the player's IC character, I didn't allow custom quests from NPCs.
 

AliceShiki

Magical Girl of Love and Justice
Joined
Dec 23, 2018
Messages
3,529
Points
183
Oh yeah, the option isn't easily available on mobile.

You can always put your text between [S][/S] tags to strike it though~

Well, it's a new version, so it didn't exactly live on, it was created anew! \(^^)/

I remember you far too well though! XD

Lots of differences actually~

AG v1 had a similar idea to this version, but the main difference was that... Nobody had a clue on what they were doing and nobody imagined the scope things would grow to.

Then we also had the bad luck of having a very strong god modder that kinda took the game on their hands and power creeped everything into oblivion, which created a mega spike of power super early, which made huge ramifications that lasted until the end of the game...

Not to mention there were no archives of any sort, so any lore was only known by old timers that had been playing for a while, and anyone wanting to know what things in the map meant had to ask and hope someone that was around back in the day knew about it...

And by the time the game got any sort of real organization, most of the damage was already done, so we had cosmic entities, planet eaters and world-ending threats working as mid ranked adventurers and stuff~

In other words, it was a mess... Still, it was somehow a very fun mess, even with all its flaws. In all honesty, the biggest flaw when compared to this version of AG is that we didn't have a good variety of quests, so they kinda became a chore after a while and most people resorted to doing only side stories instead of quests because nothing interesting was there for them...

And yes, having planet eaters was surprisingly not a big problem. I mean, it was a problem for staff for sure, since making any content was extremely hard because... "Why can't the planet eater solve this by themselves?" Was a constant question in our heads... But having a wonky crazy bonkers Power Level game was fun in its own right~

I mean, I even made my character become a Goddess at one point, and she was one of the most balanced characters! XD


AG V2 OTOH had a bunch of good ideas, but some were poorly executed, others were simply good in theory, but bad in practice.

We tried making a more well-grounded lore with a wiki for one... But I was basically maintaining it alone, which was one of the many factors that overworked me to death and killed the game.

We also tried having a solid control of power level... But some trustworthy players started going haywire with it very early on, and I was kinda troubled on how to tell them, that were my friends, to tone things down, so I didn't do much and... Well, people escalated their powers far beyond what I was comfortable with them doing even though it was said pretty often with big and bold letters that it was a low power level roleplay... T.T

We also had a weekly quest system. Rather than having everstanding quests like we have here, we had a board that changed quests every week and if you took longer than that week to clear the quest, it was deemed as failed... At first it worked really well and was pretty fun, but... As some of the staff members got busy with RL, I ended up being the one that got to make the quests on top of being the head GM, taking care of RL, reading everything, preparing events, maintaining the wiki, appraising reports and... Well, I got very overworked, so the quests stopped coming after a while, which kinda killed the game.

Also, I had the vain hope that people would at least try reading related reports or related wiki entries to a quest when one quest obviously alluded to something else... And I was immensily disappointed when time and time again this hope was met with someone making a completely unrelated report to what was already established, which made making chain quests extremely tough... By the time I had the obvious idea of linking to previous quests or to related wiki entries, the game was sadly on its way down because I was too overworked already though.

What else...? We also had a dungeon exploration system where we had a GM-driven dungeon exploration thingy... The idea was nice, but in a freeform roleplay, having a place where you fight monsters on top of monsters without any real interaction was actually a terrible idea. I should have realized that still in the draft stages, but it somehow made all the way to the final game.


And uhn... I think those were it? Nahrenne covered the rest, though there was one she got wrong, so let me correct that.

Oh, and in both versions a staff member had to appraise your quests, instead of using peer-review like we use now... Of all ideas Ohko had for this game, I definitely think this was the best one~ <3

Actually, in both versions of NUF AG, you could make custom quests.

In AG V1 almost nobody knew about it though, so it was almost never used.

In AG V2 it was used fairly often though. Almost all weeks I had a custom quest or two put up, though I only allowed custom quests from the player's IC character, I didn't allow custom quests from NPCs.
On the note of custom quests, I forgot to mention you couldn't make them straight away.

You had to negotiate IC with me first in PMs, and pitch me your quest idea, if it was fine (95% of the time it was), I'd then ask for a pretty steep fee that was obvious extortion in order to get the request put up in the board.

... The purpose of the absurd fee was to like... Give the guild an IC source of income, since we weren't state funded or anything... And to actually incentive people to try negotiating and lowering the fee, I mean... We were all IC after all! Negotiating is fine! XD

Almost nobody realized negotiation was an option though, either because it didn't cross their heads or because they thought they just had to accept it because a staff member was telling them they had to pay it... It was kinda sad tbh, I wanted more people to negotiate! >.<

After that I asked them to rework their idea into a proper quest template, or I'd do it for them if they preferred... Which led to me writing the template 90% of the time... >.>

Perhaps I should have asked for a fee to get the template written for them too, that would have incentivized them to write their own! XD

Honestly though, the IC negotiation thing to get custom quests done was very fun, it was probably one of my best ideas for AG V2~
 

Nahrenne

Pure and Innocent Maiden~
Joined
Jan 2, 2019
Messages
1,100
Points
153
Actually, in both versions of NUF AG, you could make custom quests.

In AG V1 almost nobody knew about it though, so it was almost never used.

In AG V2 it was used fairly often though. Almost all weeks I had a custom quest or two put up, though I only allowed custom quests from the player's IC character, I didn't allow custom quests from NPCs.
Ah, I see.
'-'
I kind of felt like I got that wrong when I wrote it...
orz

Honestly didn't know about custom quests being a thing in old AG, though.
Also...
*thinks about how Shiori, an NPC, quite often had custom quests*
'-'

Or am I remembering her position of being an NPC wrong...?
orz
Kind of blanked a lot of what happened from NAG...

X
 

AliceShiki

Magical Girl of Love and Justice
Joined
Dec 23, 2018
Messages
3,529
Points
183
Ah, I see.
'-'
I kind of felt like I got that wrong when I wrote it...
orz

Honestly didn't know about custom quests being a thing in old AG, though.
Also...
*thinks about how Shiori, an NPC, quite often had custom quests*
'-'

Or am I remembering her position of being an NPC wrong...?
orz
Kind of blanked a lot of what happened from NAG...

X
From the top of my head, in the 2 years of old AG, I can think of one custom quest being released in the time after I joined, and one batch of custom quests released in the time before I joined, so... Don't worry, when I said that almost nobody knew it was a possibility, I really meant it! XD

We basically never advertised the feature, so the only people that knew were those that were either there from the start or asked about it.


As for Shiori in AG V2, Hax PM'd me the quest ideas for Shiori and I re-edited them as I saw fit in order to make them feel more sensible.

It was fine to send quests from NPCs, but only for as long as you were aware I could alter them in whatever way I wanted~
 

Nahrenne

Pure and Innocent Maiden~
Joined
Jan 2, 2019
Messages
1,100
Points
153
From the top of my head, in the 2 years of old AG, I can think of one custom quest being released in the time after I joined, and one batch of custom quests released in the time before I joined, so... Don't worry, when I said that almost nobody knew it was a possibility, I really meant it! XD

We basically never advertised the feature, so the only people that knew were those that were either there from the start or asked about it.


As for Shiori in AG V2, Hax PM'd me the quest ideas for Shiori and I re-edited them as I saw fit in order to make them feel more sensible.

It was fine to send quests from NPCs, but only for as long as you were aware I could alter them in whatever way I wanted~
Ah, I see.
I just felt it strange when you'd said you didn't accept custom quests from NPC's, is all.
Nvm, though.

You really were overworked with NAG, though...

...x...
 
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