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Post by Pookey on Jun 29, 2006 7:29:59 GMT -5
Why not have everyone start at Suzail? If it's a capital city and presumably big, why not have good and evil characters all start there? IMHO YMMV etc. etc.
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Panros
Old School
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Post by Panros on Jun 29, 2006 12:29:22 GMT -5
Why not respawn at the town you were at last? I leave Redmist to go fight some ettins but I die because I'm level two. Well after the fugue I would respawn back at Redmist and be confused, never remember leaving to fight Ettins, and I wouldn't remember that I wanted to fight Ettins. In fact, if anything it would be like hey, I must have been spacing out while walking around Redmist. I always found it strange that I spend three game hours in another town, die, then revive at Isinhold. It's hard to roleplay that off because one would not space out that long.
So the only thing one would have to do as a DM would set scripts on each town to set a trigger so once you find your way out of the fuge plane you respawn to that town.
As for the initial starting locations I don't see why a character based on their alignment should start in different towns. So an evil character would start in evil town but after that he would respawn at the town he was at last. So hey, if the evil character was last at a good town, he would respawn at the good town upon death.
Any comments?
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Post by Talus on Jun 29, 2006 13:20:52 GMT -5
I don't think it really matters where you respawn. Being as respawning is so realistic and all, I don't think it matters, but I do think one spot for everyone is important. For loot spliting after a failed venture.
I personally think Suzail, Isinhold, and Marsember all make good starting points. Suzail, and Marsember being major ports, makes them likely spots to enter Cormyr. While Isinholds position on the border makes it a fine place.
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Panros
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Post by Panros on Jun 29, 2006 14:32:43 GMT -5
Yes Talus I can see why one would want to spawn with her fallen comrades to split the party's finds. Taking in my idea, if everyone met up at Sauzil then sometime later the whole party died in combat, everyone would respawn in Sauzil since that would be the last town they visited.
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Post by Talus on Jun 29, 2006 15:27:34 GMT -5
Yes Talus I can see why one would want to spawn with her fallen comrades to split the party's finds. Taking in my idea, if everyone met up at Sauzil then sometime later the whole party died in combat, everyone would respawn in Sauzil since that would be the last town they visited. It's a nice idea. But I know nothing of the scripting, but I would think that would be a nightmare. I guess to me the simplest solution is the best one. Even if it means suspending my disbelief over coming back from death in a realistic way
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Post by DM Justicar - Creator of FRC on Jun 29, 2006 16:12:50 GMT -5
After all this discussion players will most likely be starting and respawning in Suzail. But this is several weeks off most likely.
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Post by MTGPackFoils on Jun 29, 2006 16:13:52 GMT -5
This is why I suggest that those of us who choose to respawn, yet are "evil" or are trying to undermine and uproot Cormyr should respawn at the associating temple of our god.
Some of us who are evil may wear disguises or have different looks for different reasons/missions and technically respawning is that character's god coming in and physically placing that character back on the material plane.
No evil god would place it's worshiper, just recently respawned, smack in the middle of a "good" church with a high powerful priest when that evil god's worshiper is unequipped to defend themselves.
I know I know...there are going to be those who worship a god that -may- not be popular/have a temple/are a well established church in Cormyr (such as Hoar, Orcus, Tiamat, Talona, Talos, Gargauth, Auril, the Orc and Drow gods, etc...) so this is what I suggest when respawning:
1: (again) Respawn at the point of death. Have a script that causes the monsters to despawn when chosing this option to give the player the "I should get the hell outta here" clue they need to avoid being in tough areas. Invisibility potions are your friend.
2: When we respawn and chose to start back at our "safe" location we should go to the fugue plane as normal, but instead of walking all that way we should talk to the demon. Let's be honest. He sits there and watches as everyone runs (or attempts to due to loot) by. He's lonely. Let's give him something important to do. He would then know if we (as characters) do not have a well known temple and there could be a choice as to where we would be when brought back (such as an inn or a neutral temple or something).
This would keep those evil character safe from metagaming, also keep things pretty clean...fun...and realistic for a DnD world imho.
*throws in his 2 copper*
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Panros
Old School
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Post by Panros on Jun 29, 2006 17:12:44 GMT -5
Two coppers recieved Mr. Industrial Pants. I feel that the first option would be the simplest yet it wouldn't have the averse effect of death if one would click a button and respawn with his allies. This would diminish the purpose of a raise scroll because one would be raised on the spot anyway except they would loose a fraction of her experience. As for method two, there are so many deities that it would be a pain to determine where one would respawn upon death. I do agree that the demon should have a bit more of a purpose. As the Justicar said it will most likely be Suzail where everyone respawns which would be just as simple. The problem with this and Mr. IP's second method is that when one dies, she may warp many miles away from the area where she fell. It just doesn't seem right. The seperate respawn points based off of alignment would be too much an opportunity to metagame. Think, a party of five dies in battle and one of them don in blue says they are evil as hell. Well when the party dies four of them spawn in bad town while the other one spawns in good city. The good character was acting bad to get some information on bad town's society and now the users of the evil characters know that he was good. So while the users may not outright say the blue character is good if they meet up again, they may be relectant to go on another quest or give out information.
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Post by soulfien on Jun 29, 2006 17:28:34 GMT -5
here's something to consider. Respawning is pretty much OOC anyway. I mean, this conflicts with Manshin's whole intimidation thread. "I can't die! I'm immortal! If you kill me I'll just come back to life at the temple to my God!" Hehe sorry, I couldn't resist I just had to point that out
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Post by MTGPackFoils on Jun 29, 2006 18:16:14 GMT -5
I guess we'll have to agree to disagree Panros. The whole idea of respawning is done by the gods will anyway and while I understand the pain of the scripting it would help RP out imho.
If people are worried about "travel" there are the caravans, and once you figure your way around you should be able to find "safe" passages to each town.
The whole reason to spawn at point of death while in party is to help...a: make Raise Dead scrolls Cleric (and UMD Rogues/Bards) only...and b: make it easier to stay in party vs "well crap...our fighter died and respawned...back to (starting city)". This way the adventure can continue even after some weak monster gets a lucky 20 or someone falls victim to a deadly trap.
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Panros
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Post by Panros on Jun 29, 2006 18:25:24 GMT -5
Tis true Mr. IP, tis true. Oh well, I guess we'll both have to suck it up and respawn at Suzail. Unless they combine our methods, you know make a large ass temple that has a statue/symbol of every deity in each town, then upon death you have to appease your deity then respawn at the nearest large ass temple..... Naw, that would be odd.
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Post by DM the Usurper on Jun 30, 2006 0:12:27 GMT -5
Large Ass? is that a dwarven god? ooooh..you did it now..gotta repent, you better get on your knees and ask Large Ass for forgiveness. Kiss up to Large Ass. "Large Ass, I plead of you to give me a big boon by bestowing me of your Large Ass powers. I am your divine and faithful servant. A Prophet of the Large Ass."
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Post by moulinous on Jun 30, 2006 0:53:46 GMT -5
Large Ass? is that a dwarven god? He is the God of Kiss This Clan...a clan dedicated to wiping, yes i said wiping, all the crap out of the world starting with Half orcs....
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Panros
Old School
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Post by Panros on Jun 30, 2006 12:05:39 GMT -5
You know. In the matter of three posts we have established a dwarven deity complete with a clan of followers, a prayer, and a dogma. Now all we need to do is make the symbol (I can already picture it) and incorporate it into FRC.
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Sarah
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Post by Sarah on Jul 1, 2006 7:05:31 GMT -5
(sara)
the most likely place to start would be Suzail, Arabel or Marsamber
all have dock which is part of the main shipping lines...plue Arabel on the borader and lots of roads leading else where
I would say leave Isinhold as starting point and maybe add Marsamber and Arabel as starting point as well
can't go wrong with having three to pick from ^_^
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