DM Spice



  • Chances are if you've been playing any roleplay server for a little over a month, you've encountered what we colloquially call "DM Spice." This is when a DM goes out of their way to create a new and interesting spin on an otherwise rehashed story in a quest. Sometimes it's a veritable ton of spawns congruent with the current quest environment. Other times, it's an entirely new thread that takes you into extra areas. Sometimes you just get extra gold and a little XP bump. Other times you end up with unique loot and a whole basket of potions.

    What is your preferred method of "spice?" What do you like to see whenever that NPC suddenly has a hand over it instead of a talk sign?



  • Depends on the situation I'm in. If I'm stocked up, have time and have a good team, DM spice is fun and always welcome. RP type stuff is better when the group you have is one your comfortable with, though making interesting encounters can't go wrong.

    On the other hand, if I'm questing to get coin -to- restock, and my group is…far from ideal (wizard heavy in the ruins, no lock picker or scout, maybe no fighters at all, having to deal with party members that consistently pull a Leeroy), or even just short on time or not in the mood, then DM spice can make me want to just log on the spot to avoid it, whether it be RP type stuff or other wise interesting fights.

    Of course, it also depends on what changes.



  • My favourite is when, miraculously, the chest at the end (theres gotta be a chest at the end by the way) has at least one thing that is clearly for each character. Perhaps mechanically (guy with duel weilding in the party, a double axe in the chest) perhaps roel play wise (bard in the party, theres a book of songs and tales of a lost king) but its seriously awesome when that happens. Crazy hard to make happen tho i expect.

    Also like it when none mechanical elements are introduced. Puzzle, riddle, problem, dilemma, tradgedy, comedy.

    Couse, when you get a juicy plot worm to put on the end of one of those plot hooks, its awesome.



  • I love it when you get some nasty spicing. I also love when the stuff at the end matches the brutality of the spice. Pay attention to supplies used etc and plan accordingly. If everyone basically had to go all-in to survive, give them consumables and supplies to match. Also keep in mind us players are vanity whores, we love it when just a little effort is put into making something special for us. (even if it is the same as the item you intended to put in and renamed it'll still be much more cool than the generic item that does excactly the same).



  • just like all dm spice

    do like presents at the end too, but even without, still love it



  • TPK



  • I like anything that gives me more fun.
    I dislike just spawning a ton of monsters on the way out without anything else building up to it.



  • @Xenon2megablast:

    My favourite is when, miraculously, the chest at the end (theres gotta be a chest at the end by the way) has at least one thing that is clearly for each character. Perhaps mechanically (guy with duel weilding in the party, a double axe in the chest) perhaps roel play wise (bard in the party, theres a book of songs and tales of a lost king) but its seriously awesome when that happens. Crazy hard to make happen tho i expect.

    Also like it when none mechanical elements are introduced. Puzzle, riddle, problem, dilemma, tradgedy, comedy.

    Couse, when you get a juicy plot worm to put on the end of one of those plot hooks, its awesome.

    I like what this guy said. Custom loot tailored to individuals, and stuff that makes interesting stories for my characters later are cool. With one of my rogues I wound up with a set of "the green kingdoms cuff links" once. That one item seemed tailored to my character and really added flavor. They were also actually usefull to the character. Little things like that make DM spice something that I remember.



  • Obviously though, cany happen every time, or …. Everyone would have uber loot madness going on.



  • Ok, I love some of the DM spice. The ones that are questionable is the "army" of additional monsters during the quest. I ran a long time ago through the lumberjack quest. Ran into 200+ additional goblins barricaded the last building, Archers on the ridge. TPK. This situation crafted items for the characters is fine. Coarse at that time potions and gold was all there was. But I now go through that quest not as. "I have done this so many times I know exactly what I will use and do" to thinking. "Is a DM going to pop out again? I better get more supplies first."

    So for me DM Spice is not a one time smack in the Face but has repercussions latter down the line how I tackle a quest.



  • i enjoy any spice, assuming that in RL i have the time and attention to be able to go with it. i hate having to go afk when there is a dm waiting on me!

    the reward of spice is the spice itself rather than any loot or xps really, that is a bonus. Scripted quests provide the bread and butter for gps and consumables to 'spend' in DM events.

    A simplistic view maybe, but you get from the spice what you bring to it yourself.



  • I often give the party supplies before spice and then watch in horror as they burn through them on the first spawn because they decided tactics were beneath them. I think if a DM is spicing, you need to adjust your gameplay style and expect the worst. I like to challenge players, I also like to reward smart ones who come up with good ideas.

    the reward of spice is the spice itself rather than any loot or xps really, that is a bonus. Scripted quests provide the bread and butter for gps and consumables to 'spend' in DM events.

    I reward smart players who keep me interested more often than not. People who think about spice and think about how to deal with situations get far more plaudits. I think Cadiz is right in a way. I used to expect some phat loot when I was a player as soon as I noticed a DM was near. Really, I should of just played and enjoyed the challenge of something new.



  • I love when you're beating on a Goblin/Orc/Troll/Dire Drop Rothe and it suddenly, unexpectedly yells, "Wait!!" That's the moment when you know things are about to get unpredictable and to me, is the coolest thing about having DM's. You have no clue what to expect and anything imaginable is possible.



  • Except when the dms use it as a way to target characters to kill them like what just happened to me today



  • If a DM wants to kill you they have a button for that…



  • In general I enjoy any DM spice, be it sprucing up a quest mid run, a full blown DM quest, expanding a random quest, or even just breathing life into the cityscape (i.e. I had a char chasing chickens, one ran into the slums right to a thug who tried to steal it.. as far as I know it was only done to liven up the server with no plot needed.. it was awesome). Having said that, I never expect DM spice, and it makes it all the better when it happens.



  • @cadiz_stoker:

    i enjoy any spice, assuming that in RL i have the time and attention to be able to go with it. i hate having to go afk when there is a dm waiting on me!

    the reward of spice is the spice itself rather than any loot or xps really, that is a bonus. Scripted quests provide the bread and butter for gps and consumables to 'spend' in DM events.

    A simplistic view maybe, but you get from the spice what you bring to it yourself.

    Of course any spice is good.

    But my preferred kind of spice, is spice with a chest at the end! I like chests. they have stuff in em.



  • There is actually one Spice I want to see more than anything. Or actually added random in some quests.

    Mimic

    Nuf Said.



  • I enjoy all kinds of spice.
    I also like it when a DM rewards the group for making a good tactical decisions: Like avoiding a shitload of spawns or actually planning in advance what to do.



  • @Seter:

    I enjoy all kinds of spice.
    I also like it when a DM rewards the group for making a good tactical decisions: Like avoiding a shitload of spawns or actually planning in advance what to do.

    This. A reward in line with the amount of effort (in terms of RP and mechanics) is also great, as rare as it is. It kind of hurts to see/be someone who dies even once during the quest, burns up thousands of coins in supplies to walk away with 200 xp and 50 gold a piece. >.>


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