Myra Shadowmoon (spelling is a bit off)
By our very own Loony
Latest posts made by Forbodingskyline
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RE: CoA Trivia!
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RE: Greetings!
Good god, that's exactly what I think every time I read it too!
Welcome aboard, you are picking things up swimmingly I would say. Keep having fun and enjoy the server.
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RE: Bring back more "badass-ery" to CoA
I rather do enjoy these threads. So many views and positions. Is the server too easy? In some aspects, yes. If you know what you are doing, what potions to use, when to use them and such. It's fairly simple to get to mid-to-high level with nearly any class or build. Is the sever still hard? Again, yes, in some aspects. There are quests out there that can be murderous to even well geared parties. Can you make it more difficult on yourself? Certainly. You can make a gimped out build that would struggle to live against bats. Would that make things more fun? For some, maybe that's the answer. To me, that's not fun, so I don't do it. I find some things very easy, and do like to make it to above average levels, so I tend to play what could be called (generously) effective builds. (not min-maxed, but certainly far from gimped). I find it enjoyable to have a mechanical level of power, so that's what I do. Others have little care for that, and go another way.
A certain level of strength has been deemed to be the goal of the server, and it's been geared to allow nearly all to reach that point. It is debatable if that level is too high or too low. For myself, I don't long for the days when it took me actual years to reach level 9/10. (although it should be stated that it was more a choice on my part to not quest often that mostly caused it, so that's not really a reflection on the server itself) You see ebbs and flows of characters reaching higher levels, mostly due to a few groups sticking together, questing successfully, gathering dm attention and the like. A few (myself) will tag a long and get to high level. Others seem to struggle to get out of the midlevels.
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RE: PvP roleplay - bountyhunters/tag alongs
Npc support for evil is done, as well as for goodly types, when deemed needed. Moloch gave several examples of this when discussing the conflict between the slime cult and the druids, with support being given to both sides at different times, depending on who had the upper hand. I've personally seen Npc's come to the aid of evil do'ers to allow escapes from sticky spots, and have seen the same for good.
As to the question of bounties, hunts, and the tag-a-longs, I have no real good answer. If you've had a large sum placed upon your capture, it would seem reasonable to expect someone to attempt to collect it. However, it would also be nice to have had some interaction with those attempting to end your character. Problem is, once things start, people will jump on, some you've never met or have knowledge of. Limiting those who can try and capture you to only those you've directly wronged would defeat the purpose of having a bounty system, so, as I said, I have no easy answer for it.
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RE: It's friday and there is 5 players online, please log
Log on, have fun with what's out there, and you'll see more interest. Not logging on because few are on leads to fewer logging on because no one's on, witch leads to, well, you see where I'm going, huh?
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RE: Character concepts you always wanted to do but…
Couple of things I always thought would be gold, but could never pull off.
Insult comic gnome. Don Rickles in handy gnome form.
The Dark Circus. Group of bards put on very depraved shows somewhere under the city. Invitation only performances, featuring fights to the death between the most evil and strange creatures that could be caught or summoned. Wagering, perhaps robbery, maybe some story telling, perhaps even introduction of some dark cult. Far too time demanding and possible Dm support intensive for me to attempt though.
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RE: A tale of a castle's defeat
Nice recall of the order of the event. Was interesting to say the least. Having the event set out in the stages that it went through gives a pretty good idea of how it was lost for one side and won by the other.
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RE: Of Courage and Competence
It's always surprising to me that for a game as old as this one, there are still people playing it that haven't really mastered it. I'm by no means good at it, but even I have grasped some of the basic tenets. Perhaps being around awhile has conditioned me to the way it's played here, and there is some metaknowledge that's really difficult to avoid using that helps out. Knowing things like, walk into battle, or even better, stand and let them come to you, copious use of consumables to improve your capabilities, try to have a plan of some kind and know what you are going to do when things go off the rails, and what your role is and how to pull it off.
Most things can be handled fairly well with the tactic of "bash it till it's dead", it's when that won't work when things go badly. I've really only had characters die when things have broken down, and it became a free for all. Going into things with a plan can help stave that off, if you can stick with it.
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RE: Overplotting and recruiting people
And Bang…that bout said it all. A character without goals can easily drift up to high levels, be one of the most powerful characters on the server, and no one will miss them when they are gone. Trust me, I just whitelighted my very high level character mostly because as I was sitting in the fugue, I was thinking who would miss her. The answer was only one person, and they've retired, so into the light she went.
Is pushing DM plots better than pushing for personal goals? Of course not, but it's somewhat easier to get caught up with others having the same agenda. Will your personal plot gather interest and possible dm involvement? Maybe yes, maybe no. So much will hinge on when you are on, when dm's are on, have you communicated to them what you are doing and so on. It is fairly certain that if you don't tell them, they won't know.
You don't have to have goals and plots to push and can have fun with others, be successful even. But, it's doubtful much attention will be paid to you, because there's nothing for a dm, or even other characters to grab onto. That is the function "personal plots" and goals serve. Giving others a way to sort of grab on to your character and a reason to interact with them in some fashion.
Dm plots are a different beast entirely. We most often see only the big things, the army of goblins or whatnot. The small stuff, is well, small. Only those few characters right there at the moment will see it, and then will be up to them to do something with it. They may or may not, and I can only imagine the disappointment to a dm when they drop hook after hook to someone, only to have them drop the ball as it were. I have done so myself, repeatedly, to the point where it's doubtful I will see a plot hook again.
Boils down to time, effort and fun. If it's fun to spend some time and effort with someone, I will. If it's not, then I'll do something else.