Quote:
Originally posted by robertthebard, whom I have used as a sounding board many times before:
My brain is too frazzled to make any sense of it all...Too many other sub-plots running through my head at the moment.
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Well, the whole post of the larger posts (the ones covering entire levels) was to show a great deal of different possibilities at the same time, rather than having separate posts for each and every individual concept. The posts for the Undermountain Sewers (Levels Six and Seven) and the Underground Desert (Level Eleven) were set up so that people could literally pick and choose the ideas they liked the best and perhaps give more input on them. There is no possible way I would want or expect Ziroc to implement all of the different ideas put forth in both of those posts. Perhaps a couple from each of them, but even one for each level would increase the amount of replayability for those levels immensely.
With the posts for Levels Six and Seven, I was aiming for reasons to actually spent the time and lurk around the entire level aside from regular experience hunting. The stages are both huge, and yet the majority of times people will rush through there in order to find their way to the "big money" levels such as The Underground Forest and the Cult Of The Dragon Caverns (Levels Eight and Twelve, respectively). I know myself I rarely spend the time to search everything within the Undermountain Sewers, despite all the work I know for a fact has gone into it. With that line of thinking in mind, I set off to give new reasons for old players to go back to the "look under every rock" mentality.
With Level Eleven, I have always liked the desert concept and wanted to see what else could be done with it. Using a few sourcebooks, I discovered there was quite a bit which had not been tapped previously in the deserts. Sure, there is QUITE a lot of adventuring possibility already there. I just wanted to see what other flavours could be dashed into the mix without ruining what was previously installed. The easiest way to look at the list is simply try to find something you yourself would go "yeah, this is a quest/new area I would really love to sink my teeth into." By no means would I expect everything within that stack to be added in. That's just a lot of work which would keep Ziroc away from adding in more levels elsewhere, not to mention modeling of new creatures and plotlines of his own he is working on.
The Collection Agency post I think I had the most fun putting up though, as it finally gives us something to do with all those set pieces we habitually grab from wherever we find them. I've always wanted to see a real purpose for some of those sets, as you'll get them but never use them. As wel, if the rewards are right, it would give people brand new reason to go hunting for all those items which we still haven't found (like the rest of the collections for Mordok, Charly, Choc, and Waterdeep). I thought it would be interesting for - in the case of certain henchmen - you had to have a complete set for them to even agree to work with you. It's similar to other henchmen in different games, where you'd have to go on a quest to be able to pick them up. Of course, I have no idea how competant these henchmen would be. (Doubtful they'd be as powerful as Jaraos, though.)
As for the subplots you have going on in your head, if they aren't for the module I know you are working on, why not post up a few of them here? I've personally been trying to stay within the borders of Levels Five through Eleven (except for the Collection Agency posting) in order to make that long trek down more inviting and exciting for players. Anything you have would be greatly welcomed. Besides, I may end up nagging you on ideas soon enough anyway!